shithub: choc

Download patch

ref: 66a2cc66d7504c9b64e1c461e62ad2a9d964fa95
author: Simon Howard <fraggle@gmail.com>
date: Sat Jul 23 12:19:41 EDT 2005

Initial revision

Subversion-branch: /trunk/chocolate-doom
Subversion-revision: 4

diff: cannot open b/src//null: file does not exist: 'b/src//null'
--- /dev/null
+++ b/.gitignore
@@ -1,0 +1,17 @@
+
+# These are the default patterns globally ignored by Subversion:
+*.o
+*.lo
+*.la
+*.al
+.libs
+*.so
+*.so.[0-9]*
+*.a
+*.pyc
+*.pyo
+*.rej
+*~
+.#*
+.*.swp
+.DS_store
--- /dev/null
+++ b/src/am_map.c
@@ -1,0 +1,1352 @@
+// Emacs style mode select   -*- C++ -*- 
+//-----------------------------------------------------------------------------
+//
+// $Id: am_map.c 4 2005-07-23 16:19:41Z fraggle $
+//
+// Copyright (C) 1993-1996 by id Software, Inc.
+//
+// This source is available for distribution and/or modification
+// only under the terms of the DOOM Source Code License as
+// published by id Software. All rights reserved.
+//
+// The source is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
+// for more details.
+//
+//
+// $Log$
+// Revision 1.1  2005/07/23 16:20:44  fraggle
+// Initial revision
+//
+//
+// DESCRIPTION:  the automap code
+//
+//-----------------------------------------------------------------------------
+
+static const char rcsid[] = "$Id: am_map.c 4 2005-07-23 16:19:41Z fraggle $";
+
+#include <stdio.h>
+
+
+#include "z_zone.h"
+#include "doomdef.h"
+#include "st_stuff.h"
+#include "p_local.h"
+#include "w_wad.h"
+
+#include "m_cheat.h"
+#include "i_system.h"
+
+// Needs access to LFB.
+#include "v_video.h"
+
+// State.
+#include "doomstat.h"
+#include "r_state.h"
+
+// Data.
+#include "dstrings.h"
+
+#include "am_map.h"
+
+
+// For use if I do walls with outsides/insides
+#define REDS		(256-5*16)
+#define REDRANGE	16
+#define BLUES		(256-4*16+8)
+#define BLUERANGE	8
+#define GREENS		(7*16)
+#define GREENRANGE	16
+#define GRAYS		(6*16)
+#define GRAYSRANGE	16
+#define BROWNS		(4*16)
+#define BROWNRANGE	16
+#define YELLOWS		(256-32+7)
+#define YELLOWRANGE	1
+#define BLACK		0
+#define WHITE		(256-47)
+
+// Automap colors
+#define BACKGROUND	BLACK
+#define YOURCOLORS	WHITE
+#define YOURRANGE	0
+#define WALLCOLORS	REDS
+#define WALLRANGE	REDRANGE
+#define TSWALLCOLORS	GRAYS
+#define TSWALLRANGE	GRAYSRANGE
+#define FDWALLCOLORS	BROWNS
+#define FDWALLRANGE	BROWNRANGE
+#define CDWALLCOLORS	YELLOWS
+#define CDWALLRANGE	YELLOWRANGE
+#define THINGCOLORS	GREENS
+#define THINGRANGE	GREENRANGE
+#define SECRETWALLCOLORS WALLCOLORS
+#define SECRETWALLRANGE WALLRANGE
+#define GRIDCOLORS	(GRAYS + GRAYSRANGE/2)
+#define GRIDRANGE	0
+#define XHAIRCOLORS	GRAYS
+
+// drawing stuff
+#define	FB		0
+
+#define AM_PANDOWNKEY	KEY_DOWNARROW
+#define AM_PANUPKEY	KEY_UPARROW
+#define AM_PANRIGHTKEY	KEY_RIGHTARROW
+#define AM_PANLEFTKEY	KEY_LEFTARROW
+#define AM_ZOOMINKEY	'='
+#define AM_ZOOMOUTKEY	'-'
+#define AM_STARTKEY	KEY_TAB
+#define AM_ENDKEY	KEY_TAB
+#define AM_GOBIGKEY	'0'
+#define AM_FOLLOWKEY	'f'
+#define AM_GRIDKEY	'g'
+#define AM_MARKKEY	'm'
+#define AM_CLEARMARKKEY	'c'
+
+#define AM_NUMMARKPOINTS 10
+
+// scale on entry
+#define INITSCALEMTOF (.2*FRACUNIT)
+// how much the automap moves window per tic in frame-buffer coordinates
+// moves 140 pixels in 1 second
+#define F_PANINC	4
+// how much zoom-in per tic
+// goes to 2x in 1 second
+#define M_ZOOMIN        ((int) (1.02*FRACUNIT))
+// how much zoom-out per tic
+// pulls out to 0.5x in 1 second
+#define M_ZOOMOUT       ((int) (FRACUNIT/1.02))
+
+// translates between frame-buffer and map distances
+#define FTOM(x) FixedMul(((x)<<16),scale_ftom)
+#define MTOF(x) (FixedMul((x),scale_mtof)>>16)
+// translates between frame-buffer and map coordinates
+#define CXMTOF(x)  (f_x + MTOF((x)-m_x))
+#define CYMTOF(y)  (f_y + (f_h - MTOF((y)-m_y)))
+
+// the following is crap
+#define LINE_NEVERSEE ML_DONTDRAW
+
+typedef struct
+{
+    int x, y;
+} fpoint_t;
+
+typedef struct
+{
+    fpoint_t a, b;
+} fline_t;
+
+typedef struct
+{
+    fixed_t		x,y;
+} mpoint_t;
+
+typedef struct
+{
+    mpoint_t a, b;
+} mline_t;
+
+typedef struct
+{
+    fixed_t slp, islp;
+} islope_t;
+
+
+
+//
+// The vector graphics for the automap.
+//  A line drawing of the player pointing right,
+//   starting from the middle.
+//
+#define R ((8*PLAYERRADIUS)/7)
+mline_t player_arrow[] = {
+    { { -R+R/8, 0 }, { R, 0 } }, // -----
+    { { R, 0 }, { R-R/2, R/4 } },  // ----->
+    { { R, 0 }, { R-R/2, -R/4 } },
+    { { -R+R/8, 0 }, { -R-R/8, R/4 } }, // >---->
+    { { -R+R/8, 0 }, { -R-R/8, -R/4 } },
+    { { -R+3*R/8, 0 }, { -R+R/8, R/4 } }, // >>--->
+    { { -R+3*R/8, 0 }, { -R+R/8, -R/4 } }
+};
+#undef R
+#define NUMPLYRLINES (sizeof(player_arrow)/sizeof(mline_t))
+
+#define R ((8*PLAYERRADIUS)/7)
+mline_t cheat_player_arrow[] = {
+    { { -R+R/8, 0 }, { R, 0 } }, // -----
+    { { R, 0 }, { R-R/2, R/6 } },  // ----->
+    { { R, 0 }, { R-R/2, -R/6 } },
+    { { -R+R/8, 0 }, { -R-R/8, R/6 } }, // >----->
+    { { -R+R/8, 0 }, { -R-R/8, -R/6 } },
+    { { -R+3*R/8, 0 }, { -R+R/8, R/6 } }, // >>----->
+    { { -R+3*R/8, 0 }, { -R+R/8, -R/6 } },
+    { { -R/2, 0 }, { -R/2, -R/6 } }, // >>-d--->
+    { { -R/2, -R/6 }, { -R/2+R/6, -R/6 } },
+    { { -R/2+R/6, -R/6 }, { -R/2+R/6, R/4 } },
+    { { -R/6, 0 }, { -R/6, -R/6 } }, // >>-dd-->
+    { { -R/6, -R/6 }, { 0, -R/6 } },
+    { { 0, -R/6 }, { 0, R/4 } },
+    { { R/6, R/4 }, { R/6, -R/7 } }, // >>-ddt->
+    { { R/6, -R/7 }, { R/6+R/32, -R/7-R/32 } },
+    { { R/6+R/32, -R/7-R/32 }, { R/6+R/10, -R/7 } }
+};
+#undef R
+#define NUMCHEATPLYRLINES (sizeof(cheat_player_arrow)/sizeof(mline_t))
+
+#define R (FRACUNIT)
+mline_t triangle_guy[] = {
+    { { -.867*R, -.5*R }, { .867*R, -.5*R } },
+    { { .867*R, -.5*R } , { 0, R } },
+    { { 0, R }, { -.867*R, -.5*R } }
+};
+#undef R
+#define NUMTRIANGLEGUYLINES (sizeof(triangle_guy)/sizeof(mline_t))
+
+#define R (FRACUNIT)
+mline_t thintriangle_guy[] = {
+    { { -.5*R, -.7*R }, { R, 0 } },
+    { { R, 0 }, { -.5*R, .7*R } },
+    { { -.5*R, .7*R }, { -.5*R, -.7*R } }
+};
+#undef R
+#define NUMTHINTRIANGLEGUYLINES (sizeof(thintriangle_guy)/sizeof(mline_t))
+
+
+
+
+static int 	cheating = 0;
+static int 	grid = 0;
+
+static int 	leveljuststarted = 1; 	// kluge until AM_LevelInit() is called
+
+boolean    	automapactive = false;
+static int 	finit_width = SCREENWIDTH;
+static int 	finit_height = SCREENHEIGHT - 32;
+
+// location of window on screen
+static int 	f_x;
+static int	f_y;
+
+// size of window on screen
+static int 	f_w;
+static int	f_h;
+
+static int 	lightlev; 		// used for funky strobing effect
+static byte*	fb; 			// pseudo-frame buffer
+static int 	amclock;
+
+static mpoint_t m_paninc; // how far the window pans each tic (map coords)
+static fixed_t 	mtof_zoommul; // how far the window zooms in each tic (map coords)
+static fixed_t 	ftom_zoommul; // how far the window zooms in each tic (fb coords)
+
+static fixed_t 	m_x, m_y;   // LL x,y where the window is on the map (map coords)
+static fixed_t 	m_x2, m_y2; // UR x,y where the window is on the map (map coords)
+
+//
+// width/height of window on map (map coords)
+//
+static fixed_t 	m_w;
+static fixed_t	m_h;
+
+// based on level size
+static fixed_t 	min_x;
+static fixed_t	min_y; 
+static fixed_t 	max_x;
+static fixed_t  max_y;
+
+static fixed_t 	max_w; // max_x-min_x,
+static fixed_t  max_h; // max_y-min_y
+
+// based on player size
+static fixed_t 	min_w;
+static fixed_t  min_h;
+
+
+static fixed_t 	min_scale_mtof; // used to tell when to stop zooming out
+static fixed_t 	max_scale_mtof; // used to tell when to stop zooming in
+
+// old stuff for recovery later
+static fixed_t old_m_w, old_m_h;
+static fixed_t old_m_x, old_m_y;
+
+// old location used by the Follower routine
+static mpoint_t f_oldloc;
+
+// used by MTOF to scale from map-to-frame-buffer coords
+static fixed_t scale_mtof = INITSCALEMTOF;
+// used by FTOM to scale from frame-buffer-to-map coords (=1/scale_mtof)
+static fixed_t scale_ftom;
+
+static player_t *plr; // the player represented by an arrow
+
+static patch_t *marknums[10]; // numbers used for marking by the automap
+static mpoint_t markpoints[AM_NUMMARKPOINTS]; // where the points are
+static int markpointnum = 0; // next point to be assigned
+
+static int followplayer = 1; // specifies whether to follow the player around
+
+static unsigned char cheat_amap_seq[] = { 0xb2, 0x26, 0x26, 0x2e, 0xff };
+static cheatseq_t cheat_amap = { cheat_amap_seq, 0 };
+
+static boolean stopped = true;
+
+extern boolean viewactive;
+//extern byte screens[][SCREENWIDTH*SCREENHEIGHT];
+
+
+
+void
+V_MarkRect
+( int	x,
+  int	y,
+  int	width,
+  int	height );
+
+// Calculates the slope and slope according to the x-axis of a line
+// segment in map coordinates (with the upright y-axis n' all) so
+// that it can be used with the brain-dead drawing stuff.
+
+void
+AM_getIslope
+( mline_t*	ml,
+  islope_t*	is )
+{
+    int dx, dy;
+
+    dy = ml->a.y - ml->b.y;
+    dx = ml->b.x - ml->a.x;
+    if (!dy) is->islp = (dx<0?-MAXINT:MAXINT);
+    else is->islp = FixedDiv(dx, dy);
+    if (!dx) is->slp = (dy<0?-MAXINT:MAXINT);
+    else is->slp = FixedDiv(dy, dx);
+
+}
+
+//
+//
+//
+void AM_activateNewScale(void)
+{
+    m_x += m_w/2;
+    m_y += m_h/2;
+    m_w = FTOM(f_w);
+    m_h = FTOM(f_h);
+    m_x -= m_w/2;
+    m_y -= m_h/2;
+    m_x2 = m_x + m_w;
+    m_y2 = m_y + m_h;
+}
+
+//
+//
+//
+void AM_saveScaleAndLoc(void)
+{
+    old_m_x = m_x;
+    old_m_y = m_y;
+    old_m_w = m_w;
+    old_m_h = m_h;
+}
+
+//
+//
+//
+void AM_restoreScaleAndLoc(void)
+{
+
+    m_w = old_m_w;
+    m_h = old_m_h;
+    if (!followplayer)
+    {
+	m_x = old_m_x;
+	m_y = old_m_y;
+    } else {
+	m_x = plr->mo->x - m_w/2;
+	m_y = plr->mo->y - m_h/2;
+    }
+    m_x2 = m_x + m_w;
+    m_y2 = m_y + m_h;
+
+    // Change the scaling multipliers
+    scale_mtof = FixedDiv(f_w<<FRACBITS, m_w);
+    scale_ftom = FixedDiv(FRACUNIT, scale_mtof);
+}
+
+//
+// adds a marker at the current location
+//
+void AM_addMark(void)
+{
+    markpoints[markpointnum].x = m_x + m_w/2;
+    markpoints[markpointnum].y = m_y + m_h/2;
+    markpointnum = (markpointnum + 1) % AM_NUMMARKPOINTS;
+
+}
+
+//
+// Determines bounding box of all vertices,
+// sets global variables controlling zoom range.
+//
+void AM_findMinMaxBoundaries(void)
+{
+    int i;
+    fixed_t a;
+    fixed_t b;
+
+    min_x = min_y =  MAXINT;
+    max_x = max_y = -MAXINT;
+  
+    for (i=0;i<numvertexes;i++)
+    {
+	if (vertexes[i].x < min_x)
+	    min_x = vertexes[i].x;
+	else if (vertexes[i].x > max_x)
+	    max_x = vertexes[i].x;
+    
+	if (vertexes[i].y < min_y)
+	    min_y = vertexes[i].y;
+	else if (vertexes[i].y > max_y)
+	    max_y = vertexes[i].y;
+    }
+  
+    max_w = max_x - min_x;
+    max_h = max_y - min_y;
+
+    min_w = 2*PLAYERRADIUS; // const? never changed?
+    min_h = 2*PLAYERRADIUS;
+
+    a = FixedDiv(f_w<<FRACBITS, max_w);
+    b = FixedDiv(f_h<<FRACBITS, max_h);
+  
+    min_scale_mtof = a < b ? a : b;
+    max_scale_mtof = FixedDiv(f_h<<FRACBITS, 2*PLAYERRADIUS);
+
+}
+
+
+//
+//
+//
+void AM_changeWindowLoc(void)
+{
+    if (m_paninc.x || m_paninc.y)
+    {
+	followplayer = 0;
+	f_oldloc.x = MAXINT;
+    }
+
+    m_x += m_paninc.x;
+    m_y += m_paninc.y;
+
+    if (m_x + m_w/2 > max_x)
+	m_x = max_x - m_w/2;
+    else if (m_x + m_w/2 < min_x)
+	m_x = min_x - m_w/2;
+  
+    if (m_y + m_h/2 > max_y)
+	m_y = max_y - m_h/2;
+    else if (m_y + m_h/2 < min_y)
+	m_y = min_y - m_h/2;
+
+    m_x2 = m_x + m_w;
+    m_y2 = m_y + m_h;
+}
+
+
+//
+//
+//
+void AM_initVariables(void)
+{
+    int pnum;
+    static event_t st_notify = { ev_keyup, AM_MSGENTERED };
+
+    automapactive = true;
+    fb = screens[0];
+
+    f_oldloc.x = MAXINT;
+    amclock = 0;
+    lightlev = 0;
+
+    m_paninc.x = m_paninc.y = 0;
+    ftom_zoommul = FRACUNIT;
+    mtof_zoommul = FRACUNIT;
+
+    m_w = FTOM(f_w);
+    m_h = FTOM(f_h);
+
+    // find player to center on initially
+    if (!playeringame[pnum = consoleplayer])
+	for (pnum=0;pnum<MAXPLAYERS;pnum++)
+	    if (playeringame[pnum])
+		break;
+  
+    plr = &players[pnum];
+    m_x = plr->mo->x - m_w/2;
+    m_y = plr->mo->y - m_h/2;
+    AM_changeWindowLoc();
+
+    // for saving & restoring
+    old_m_x = m_x;
+    old_m_y = m_y;
+    old_m_w = m_w;
+    old_m_h = m_h;
+
+    // inform the status bar of the change
+    ST_Responder(&st_notify);
+
+}
+
+//
+// 
+//
+void AM_loadPics(void)
+{
+    int i;
+    char namebuf[9];
+  
+    for (i=0;i<10;i++)
+    {
+	sprintf(namebuf, "AMMNUM%d", i);
+	marknums[i] = W_CacheLumpName(namebuf, PU_STATIC);
+    }
+
+}
+
+void AM_unloadPics(void)
+{
+    int i;
+  
+    for (i=0;i<10;i++)
+	Z_ChangeTag(marknums[i], PU_CACHE);
+
+}
+
+void AM_clearMarks(void)
+{
+    int i;
+
+    for (i=0;i<AM_NUMMARKPOINTS;i++)
+	markpoints[i].x = -1; // means empty
+    markpointnum = 0;
+}
+
+//
+// should be called at the start of every level
+// right now, i figure it out myself
+//
+void AM_LevelInit(void)
+{
+    leveljuststarted = 0;
+
+    f_x = f_y = 0;
+    f_w = finit_width;
+    f_h = finit_height;
+
+    AM_clearMarks();
+
+    AM_findMinMaxBoundaries();
+    scale_mtof = FixedDiv(min_scale_mtof, (int) (0.7*FRACUNIT));
+    if (scale_mtof > max_scale_mtof)
+	scale_mtof = min_scale_mtof;
+    scale_ftom = FixedDiv(FRACUNIT, scale_mtof);
+}
+
+
+
+
+//
+//
+//
+void AM_Stop (void)
+{
+    static event_t st_notify = { 0, ev_keyup, AM_MSGEXITED };
+
+    AM_unloadPics();
+    automapactive = false;
+    ST_Responder(&st_notify);
+    stopped = true;
+}
+
+//
+//
+//
+void AM_Start (void)
+{
+    static int lastlevel = -1, lastepisode = -1;
+
+    if (!stopped) AM_Stop();
+    stopped = false;
+    if (lastlevel != gamemap || lastepisode != gameepisode)
+    {
+	AM_LevelInit();
+	lastlevel = gamemap;
+	lastepisode = gameepisode;
+    }
+    AM_initVariables();
+    AM_loadPics();
+}
+
+//
+// set the window scale to the maximum size
+//
+void AM_minOutWindowScale(void)
+{
+    scale_mtof = min_scale_mtof;
+    scale_ftom = FixedDiv(FRACUNIT, scale_mtof);
+    AM_activateNewScale();
+}
+
+//
+// set the window scale to the minimum size
+//
+void AM_maxOutWindowScale(void)
+{
+    scale_mtof = max_scale_mtof;
+    scale_ftom = FixedDiv(FRACUNIT, scale_mtof);
+    AM_activateNewScale();
+}
+
+
+//
+// Handle events (user inputs) in automap mode
+//
+boolean
+AM_Responder
+( event_t*	ev )
+{
+
+    int rc;
+    static int cheatstate=0;
+    static int bigstate=0;
+    static char buffer[20];
+
+    rc = false;
+
+    if (!automapactive)
+    {
+	if (ev->type == ev_keydown && ev->data1 == AM_STARTKEY)
+	{
+	    AM_Start ();
+	    viewactive = false;
+	    rc = true;
+	}
+    }
+
+    else if (ev->type == ev_keydown)
+    {
+
+	rc = true;
+	switch(ev->data1)
+	{
+	  case AM_PANRIGHTKEY: // pan right
+	    if (!followplayer) m_paninc.x = FTOM(F_PANINC);
+	    else rc = false;
+	    break;
+	  case AM_PANLEFTKEY: // pan left
+	    if (!followplayer) m_paninc.x = -FTOM(F_PANINC);
+	    else rc = false;
+	    break;
+	  case AM_PANUPKEY: // pan up
+	    if (!followplayer) m_paninc.y = FTOM(F_PANINC);
+	    else rc = false;
+	    break;
+	  case AM_PANDOWNKEY: // pan down
+	    if (!followplayer) m_paninc.y = -FTOM(F_PANINC);
+	    else rc = false;
+	    break;
+	  case AM_ZOOMOUTKEY: // zoom out
+	    mtof_zoommul = M_ZOOMOUT;
+	    ftom_zoommul = M_ZOOMIN;
+	    break;
+	  case AM_ZOOMINKEY: // zoom in
+	    mtof_zoommul = M_ZOOMIN;
+	    ftom_zoommul = M_ZOOMOUT;
+	    break;
+	  case AM_ENDKEY:
+	    bigstate = 0;
+	    viewactive = true;
+	    AM_Stop ();
+	    break;
+	  case AM_GOBIGKEY:
+	    bigstate = !bigstate;
+	    if (bigstate)
+	    {
+		AM_saveScaleAndLoc();
+		AM_minOutWindowScale();
+	    }
+	    else AM_restoreScaleAndLoc();
+	    break;
+	  case AM_FOLLOWKEY:
+	    followplayer = !followplayer;
+	    f_oldloc.x = MAXINT;
+	    plr->message = followplayer ? AMSTR_FOLLOWON : AMSTR_FOLLOWOFF;
+	    break;
+	  case AM_GRIDKEY:
+	    grid = !grid;
+	    plr->message = grid ? AMSTR_GRIDON : AMSTR_GRIDOFF;
+	    break;
+	  case AM_MARKKEY:
+	    sprintf(buffer, "%s %d", AMSTR_MARKEDSPOT, markpointnum);
+	    plr->message = buffer;
+	    AM_addMark();
+	    break;
+	  case AM_CLEARMARKKEY:
+	    AM_clearMarks();
+	    plr->message = AMSTR_MARKSCLEARED;
+	    break;
+	  default:
+	    cheatstate=0;
+	    rc = false;
+	}
+	if (!deathmatch && cht_CheckCheat(&cheat_amap, ev->data1))
+	{
+	    rc = false;
+	    cheating = (cheating+1) % 3;
+	}
+    }
+
+    else if (ev->type == ev_keyup)
+    {
+	rc = false;
+	switch (ev->data1)
+	{
+	  case AM_PANRIGHTKEY:
+	    if (!followplayer) m_paninc.x = 0;
+	    break;
+	  case AM_PANLEFTKEY:
+	    if (!followplayer) m_paninc.x = 0;
+	    break;
+	  case AM_PANUPKEY:
+	    if (!followplayer) m_paninc.y = 0;
+	    break;
+	  case AM_PANDOWNKEY:
+	    if (!followplayer) m_paninc.y = 0;
+	    break;
+	  case AM_ZOOMOUTKEY:
+	  case AM_ZOOMINKEY:
+	    mtof_zoommul = FRACUNIT;
+	    ftom_zoommul = FRACUNIT;
+	    break;
+	}
+    }
+
+    return rc;
+
+}
+
+
+//
+// Zooming
+//
+void AM_changeWindowScale(void)
+{
+
+    // Change the scaling multipliers
+    scale_mtof = FixedMul(scale_mtof, mtof_zoommul);
+    scale_ftom = FixedDiv(FRACUNIT, scale_mtof);
+
+    if (scale_mtof < min_scale_mtof)
+	AM_minOutWindowScale();
+    else if (scale_mtof > max_scale_mtof)
+	AM_maxOutWindowScale();
+    else
+	AM_activateNewScale();
+}
+
+
+//
+//
+//
+void AM_doFollowPlayer(void)
+{
+
+    if (f_oldloc.x != plr->mo->x || f_oldloc.y != plr->mo->y)
+    {
+	m_x = FTOM(MTOF(plr->mo->x)) - m_w/2;
+	m_y = FTOM(MTOF(plr->mo->y)) - m_h/2;
+	m_x2 = m_x + m_w;
+	m_y2 = m_y + m_h;
+	f_oldloc.x = plr->mo->x;
+	f_oldloc.y = plr->mo->y;
+
+	//  m_x = FTOM(MTOF(plr->mo->x - m_w/2));
+	//  m_y = FTOM(MTOF(plr->mo->y - m_h/2));
+	//  m_x = plr->mo->x - m_w/2;
+	//  m_y = plr->mo->y - m_h/2;
+
+    }
+
+}
+
+//
+//
+//
+void AM_updateLightLev(void)
+{
+    static nexttic = 0;
+    //static int litelevels[] = { 0, 3, 5, 6, 6, 7, 7, 7 };
+    static int litelevels[] = { 0, 4, 7, 10, 12, 14, 15, 15 };
+    static int litelevelscnt = 0;
+   
+    // Change light level
+    if (amclock>nexttic)
+    {
+	lightlev = litelevels[litelevelscnt++];
+	if (litelevelscnt == sizeof(litelevels)/sizeof(int)) litelevelscnt = 0;
+	nexttic = amclock + 6 - (amclock % 6);
+    }
+
+}
+
+
+//
+// Updates on Game Tick
+//
+void AM_Ticker (void)
+{
+
+    if (!automapactive)
+	return;
+
+    amclock++;
+
+    if (followplayer)
+	AM_doFollowPlayer();
+
+    // Change the zoom if necessary
+    if (ftom_zoommul != FRACUNIT)
+	AM_changeWindowScale();
+
+    // Change x,y location
+    if (m_paninc.x || m_paninc.y)
+	AM_changeWindowLoc();
+
+    // Update light level
+    // AM_updateLightLev();
+
+}
+
+
+//
+// Clear automap frame buffer.
+//
+void AM_clearFB(int color)
+{
+    memset(fb, color, f_w*f_h);
+}
+
+
+//
+// Automap clipping of lines.
+//
+// Based on Cohen-Sutherland clipping algorithm but with a slightly
+// faster reject and precalculated slopes.  If the speed is needed,
+// use a hash algorithm to handle  the common cases.
+//
+boolean
+AM_clipMline
+( mline_t*	ml,
+  fline_t*	fl )
+{
+    enum
+    {
+	LEFT	=1,
+	RIGHT	=2,
+	BOTTOM	=4,
+	TOP	=8
+    };
+    
+    register	outcode1 = 0;
+    register	outcode2 = 0;
+    register	outside;
+    
+    fpoint_t	tmp;
+    int		dx;
+    int		dy;
+
+    
+#define DOOUTCODE(oc, mx, my) \
+    (oc) = 0; \
+    if ((my) < 0) (oc) |= TOP; \
+    else if ((my) >= f_h) (oc) |= BOTTOM; \
+    if ((mx) < 0) (oc) |= LEFT; \
+    else if ((mx) >= f_w) (oc) |= RIGHT;
+
+    
+    // do trivial rejects and outcodes
+    if (ml->a.y > m_y2)
+	outcode1 = TOP;
+    else if (ml->a.y < m_y)
+	outcode1 = BOTTOM;
+
+    if (ml->b.y > m_y2)
+	outcode2 = TOP;
+    else if (ml->b.y < m_y)
+	outcode2 = BOTTOM;
+    
+    if (outcode1 & outcode2)
+	return false; // trivially outside
+
+    if (ml->a.x < m_x)
+	outcode1 |= LEFT;
+    else if (ml->a.x > m_x2)
+	outcode1 |= RIGHT;
+    
+    if (ml->b.x < m_x)
+	outcode2 |= LEFT;
+    else if (ml->b.x > m_x2)
+	outcode2 |= RIGHT;
+    
+    if (outcode1 & outcode2)
+	return false; // trivially outside
+
+    // transform to frame-buffer coordinates.
+    fl->a.x = CXMTOF(ml->a.x);
+    fl->a.y = CYMTOF(ml->a.y);
+    fl->b.x = CXMTOF(ml->b.x);
+    fl->b.y = CYMTOF(ml->b.y);
+
+    DOOUTCODE(outcode1, fl->a.x, fl->a.y);
+    DOOUTCODE(outcode2, fl->b.x, fl->b.y);
+
+    if (outcode1 & outcode2)
+	return false;
+
+    while (outcode1 | outcode2)
+    {
+	// may be partially inside box
+	// find an outside point
+	if (outcode1)
+	    outside = outcode1;
+	else
+	    outside = outcode2;
+	
+	// clip to each side
+	if (outside & TOP)
+	{
+	    dy = fl->a.y - fl->b.y;
+	    dx = fl->b.x - fl->a.x;
+	    tmp.x = fl->a.x + (dx*(fl->a.y))/dy;
+	    tmp.y = 0;
+	}
+	else if (outside & BOTTOM)
+	{
+	    dy = fl->a.y - fl->b.y;
+	    dx = fl->b.x - fl->a.x;
+	    tmp.x = fl->a.x + (dx*(fl->a.y-f_h))/dy;
+	    tmp.y = f_h-1;
+	}
+	else if (outside & RIGHT)
+	{
+	    dy = fl->b.y - fl->a.y;
+	    dx = fl->b.x - fl->a.x;
+	    tmp.y = fl->a.y + (dy*(f_w-1 - fl->a.x))/dx;
+	    tmp.x = f_w-1;
+	}
+	else if (outside & LEFT)
+	{
+	    dy = fl->b.y - fl->a.y;
+	    dx = fl->b.x - fl->a.x;
+	    tmp.y = fl->a.y + (dy*(-fl->a.x))/dx;
+	    tmp.x = 0;
+	}
+
+	if (outside == outcode1)
+	{
+	    fl->a = tmp;
+	    DOOUTCODE(outcode1, fl->a.x, fl->a.y);
+	}
+	else
+	{
+	    fl->b = tmp;
+	    DOOUTCODE(outcode2, fl->b.x, fl->b.y);
+	}
+	
+	if (outcode1 & outcode2)
+	    return false; // trivially outside
+    }
+
+    return true;
+}
+#undef DOOUTCODE
+
+
+//
+// Classic Bresenham w/ whatever optimizations needed for speed
+//
+void
+AM_drawFline
+( fline_t*	fl,
+  int		color )
+{
+    register int x;
+    register int y;
+    register int dx;
+    register int dy;
+    register int sx;
+    register int sy;
+    register int ax;
+    register int ay;
+    register int d;
+    
+    static fuck = 0;
+
+    // For debugging only
+    if (      fl->a.x < 0 || fl->a.x >= f_w
+	   || fl->a.y < 0 || fl->a.y >= f_h
+	   || fl->b.x < 0 || fl->b.x >= f_w
+	   || fl->b.y < 0 || fl->b.y >= f_h)
+    {
+	fprintf(stderr, "fuck %d \r", fuck++);
+	return;
+    }
+
+#define PUTDOT(xx,yy,cc) fb[(yy)*f_w+(xx)]=(cc)
+
+    dx = fl->b.x - fl->a.x;
+    ax = 2 * (dx<0 ? -dx : dx);
+    sx = dx<0 ? -1 : 1;
+
+    dy = fl->b.y - fl->a.y;
+    ay = 2 * (dy<0 ? -dy : dy);
+    sy = dy<0 ? -1 : 1;
+
+    x = fl->a.x;
+    y = fl->a.y;
+
+    if (ax > ay)
+    {
+	d = ay - ax/2;
+	while (1)
+	{
+	    PUTDOT(x,y,color);
+	    if (x == fl->b.x) return;
+	    if (d>=0)
+	    {
+		y += sy;
+		d -= ax;
+	    }
+	    x += sx;
+	    d += ay;
+	}
+    }
+    else
+    {
+	d = ax - ay/2;
+	while (1)
+	{
+	    PUTDOT(x, y, color);
+	    if (y == fl->b.y) return;
+	    if (d >= 0)
+	    {
+		x += sx;
+		d -= ay;
+	    }
+	    y += sy;
+	    d += ax;
+	}
+    }
+}
+
+
+//
+// Clip lines, draw visible part sof lines.
+//
+void
+AM_drawMline
+( mline_t*	ml,
+  int		color )
+{
+    static fline_t fl;
+
+    if (AM_clipMline(ml, &fl))
+	AM_drawFline(&fl, color); // draws it on frame buffer using fb coords
+}
+
+
+
+//
+// Draws flat (floor/ceiling tile) aligned grid lines.
+//
+void AM_drawGrid(int color)
+{
+    fixed_t x, y;
+    fixed_t start, end;
+    mline_t ml;
+
+    // Figure out start of vertical gridlines
+    start = m_x;
+    if ((start-bmaporgx)%(MAPBLOCKUNITS<<FRACBITS))
+	start += (MAPBLOCKUNITS<<FRACBITS)
+	    - ((start-bmaporgx)%(MAPBLOCKUNITS<<FRACBITS));
+    end = m_x + m_w;
+
+    // draw vertical gridlines
+    ml.a.y = m_y;
+    ml.b.y = m_y+m_h;
+    for (x=start; x<end; x+=(MAPBLOCKUNITS<<FRACBITS))
+    {
+	ml.a.x = x;
+	ml.b.x = x;
+	AM_drawMline(&ml, color);
+    }
+
+    // Figure out start of horizontal gridlines
+    start = m_y;
+    if ((start-bmaporgy)%(MAPBLOCKUNITS<<FRACBITS))
+	start += (MAPBLOCKUNITS<<FRACBITS)
+	    - ((start-bmaporgy)%(MAPBLOCKUNITS<<FRACBITS));
+    end = m_y + m_h;
+
+    // draw horizontal gridlines
+    ml.a.x = m_x;
+    ml.b.x = m_x + m_w;
+    for (y=start; y<end; y+=(MAPBLOCKUNITS<<FRACBITS))
+    {
+	ml.a.y = y;
+	ml.b.y = y;
+	AM_drawMline(&ml, color);
+    }
+
+}
+
+//
+// Determines visible lines, draws them.
+// This is LineDef based, not LineSeg based.
+//
+void AM_drawWalls(void)
+{
+    int i;
+    static mline_t l;
+
+    for (i=0;i<numlines;i++)
+    {
+	l.a.x = lines[i].v1->x;
+	l.a.y = lines[i].v1->y;
+	l.b.x = lines[i].v2->x;
+	l.b.y = lines[i].v2->y;
+	if (cheating || (lines[i].flags & ML_MAPPED))
+	{
+	    if ((lines[i].flags & LINE_NEVERSEE) && !cheating)
+		continue;
+	    if (!lines[i].backsector)
+	    {
+		AM_drawMline(&l, WALLCOLORS+lightlev);
+	    }
+	    else
+	    {
+		if (lines[i].special == 39)
+		{ // teleporters
+		    AM_drawMline(&l, WALLCOLORS+WALLRANGE/2);
+		}
+		else if (lines[i].flags & ML_SECRET) // secret door
+		{
+		    if (cheating) AM_drawMline(&l, SECRETWALLCOLORS + lightlev);
+		    else AM_drawMline(&l, WALLCOLORS+lightlev);
+		}
+		else if (lines[i].backsector->floorheight
+			   != lines[i].frontsector->floorheight) {
+		    AM_drawMline(&l, FDWALLCOLORS + lightlev); // floor level change
+		}
+		else if (lines[i].backsector->ceilingheight
+			   != lines[i].frontsector->ceilingheight) {
+		    AM_drawMline(&l, CDWALLCOLORS+lightlev); // ceiling level change
+		}
+		else if (cheating) {
+		    AM_drawMline(&l, TSWALLCOLORS+lightlev);
+		}
+	    }
+	}
+	else if (plr->powers[pw_allmap])
+	{
+	    if (!(lines[i].flags & LINE_NEVERSEE)) AM_drawMline(&l, GRAYS+3);
+	}
+    }
+}
+
+
+//
+// Rotation in 2D.
+// Used to rotate player arrow line character.
+//
+void
+AM_rotate
+( fixed_t*	x,
+  fixed_t*	y,
+  angle_t	a )
+{
+    fixed_t tmpx;
+
+    tmpx =
+	FixedMul(*x,finecosine[a>>ANGLETOFINESHIFT])
+	- FixedMul(*y,finesine[a>>ANGLETOFINESHIFT]);
+    
+    *y   =
+	FixedMul(*x,finesine[a>>ANGLETOFINESHIFT])
+	+ FixedMul(*y,finecosine[a>>ANGLETOFINESHIFT]);
+
+    *x = tmpx;
+}
+
+void
+AM_drawLineCharacter
+( mline_t*	lineguy,
+  int		lineguylines,
+  fixed_t	scale,
+  angle_t	angle,
+  int		color,
+  fixed_t	x,
+  fixed_t	y )
+{
+    int		i;
+    mline_t	l;
+
+    for (i=0;i<lineguylines;i++)
+    {
+	l.a.x = lineguy[i].a.x;
+	l.a.y = lineguy[i].a.y;
+
+	if (scale)
+	{
+	    l.a.x = FixedMul(scale, l.a.x);
+	    l.a.y = FixedMul(scale, l.a.y);
+	}
+
+	if (angle)
+	    AM_rotate(&l.a.x, &l.a.y, angle);
+
+	l.a.x += x;
+	l.a.y += y;
+
+	l.b.x = lineguy[i].b.x;
+	l.b.y = lineguy[i].b.y;
+
+	if (scale)
+	{
+	    l.b.x = FixedMul(scale, l.b.x);
+	    l.b.y = FixedMul(scale, l.b.y);
+	}
+
+	if (angle)
+	    AM_rotate(&l.b.x, &l.b.y, angle);
+	
+	l.b.x += x;
+	l.b.y += y;
+
+	AM_drawMline(&l, color);
+    }
+}
+
+void AM_drawPlayers(void)
+{
+    int		i;
+    player_t*	p;
+    static int 	their_colors[] = { GREENS, GRAYS, BROWNS, REDS };
+    int		their_color = -1;
+    int		color;
+
+    if (!netgame)
+    {
+	if (cheating)
+	    AM_drawLineCharacter
+		(cheat_player_arrow, NUMCHEATPLYRLINES, 0,
+		 plr->mo->angle, WHITE, plr->mo->x, plr->mo->y);
+	else
+	    AM_drawLineCharacter
+		(player_arrow, NUMPLYRLINES, 0, plr->mo->angle,
+		 WHITE, plr->mo->x, plr->mo->y);
+	return;
+    }
+
+    for (i=0;i<MAXPLAYERS;i++)
+    {
+	their_color++;
+	p = &players[i];
+
+	if ( (deathmatch && !singledemo) && p != plr)
+	    continue;
+
+	if (!playeringame[i])
+	    continue;
+
+	if (p->powers[pw_invisibility])
+	    color = 246; // *close* to black
+	else
+	    color = their_colors[their_color];
+	
+	AM_drawLineCharacter
+	    (player_arrow, NUMPLYRLINES, 0, p->mo->angle,
+	     color, p->mo->x, p->mo->y);
+    }
+
+}
+
+void
+AM_drawThings
+( int	colors,
+  int 	colorrange)
+{
+    int		i;
+    mobj_t*	t;
+
+    for (i=0;i<numsectors;i++)
+    {
+	t = sectors[i].thinglist;
+	while (t)
+	{
+	    AM_drawLineCharacter
+		(thintriangle_guy, NUMTHINTRIANGLEGUYLINES,
+		 16<<FRACBITS, t->angle, colors+lightlev, t->x, t->y);
+	    t = t->snext;
+	}
+    }
+}
+
+void AM_drawMarks(void)
+{
+    int i, fx, fy, w, h;
+
+    for (i=0;i<AM_NUMMARKPOINTS;i++)
+    {
+	if (markpoints[i].x != -1)
+	{
+	    //      w = SHORT(marknums[i]->width);
+	    //      h = SHORT(marknums[i]->height);
+	    w = 5; // because something's wrong with the wad, i guess
+	    h = 6; // because something's wrong with the wad, i guess
+	    fx = CXMTOF(markpoints[i].x);
+	    fy = CYMTOF(markpoints[i].y);
+	    if (fx >= f_x && fx <= f_w - w && fy >= f_y && fy <= f_h - h)
+		V_DrawPatch(fx, fy, FB, marknums[i]);
+	}
+    }
+
+}
+
+void AM_drawCrosshair(int color)
+{
+    fb[(f_w*(f_h+1))/2] = color; // single point for now
+
+}
+
+void AM_Drawer (void)
+{
+    if (!automapactive) return;
+
+    AM_clearFB(BACKGROUND);
+    if (grid)
+	AM_drawGrid(GRIDCOLORS);
+    AM_drawWalls();
+    AM_drawPlayers();
+    if (cheating==2)
+	AM_drawThings(THINGCOLORS, THINGRANGE);
+    AM_drawCrosshair(XHAIRCOLORS);
+
+    AM_drawMarks();
+
+    V_MarkRect(f_x, f_y, f_w, f_h);
+
+}
--- /dev/null
+++ b/src/am_map.h
@@ -1,0 +1,55 @@
+// Emacs style mode select   -*- C++ -*- 
+//-----------------------------------------------------------------------------
+//
+// $Id: am_map.h 4 2005-07-23 16:19:41Z fraggle $
+//
+// Copyright (C) 1993-1996 by id Software, Inc.
+//
+// This source is available for distribution and/or modification
+// only under the terms of the DOOM Source Code License as
+// published by id Software. All rights reserved.
+//
+// The source is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
+// for more details.
+//
+// DESCRIPTION:
+//  AutoMap module.
+//
+//-----------------------------------------------------------------------------
+
+#ifndef __AMMAP_H__
+#define __AMMAP_H__
+
+// Used by ST StatusBar stuff.
+#define AM_MSGHEADER (('a'<<24)+('m'<<16))
+#define AM_MSGENTERED (AM_MSGHEADER | ('e'<<8))
+#define AM_MSGEXITED (AM_MSGHEADER | ('x'<<8))
+
+
+// Called by main loop.
+boolean AM_Responder (event_t* ev);
+
+// Called by main loop.
+void AM_Ticker (void);
+
+// Called by main loop,
+// called instead of view drawer if automap active.
+void AM_Drawer (void);
+
+// Called to force the automap to quit
+// if the level is completed while it is up.
+void AM_Stop (void);
+
+
+
+#endif
+//-----------------------------------------------------------------------------
+//
+// $Log$
+// Revision 1.1  2005/07/23 16:20:44  fraggle
+// Initial revision
+//
+//
+//-----------------------------------------------------------------------------
--- /dev/null
+++ b/src/d_englsh.h
@@ -1,0 +1,704 @@
+// Emacs style mode select   -*- C++ -*- 
+//-----------------------------------------------------------------------------
+//
+// $Id: d_englsh.h 4 2005-07-23 16:19:41Z fraggle $
+//
+// Copyright (C) 1993-1996 by id Software, Inc.
+//
+// This source is available for distribution and/or modification
+// only under the terms of the DOOM Source Code License as
+// published by id Software. All rights reserved.
+//
+// The source is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
+// for more details.
+//
+// DESCRIPTION:
+//	Printed strings for translation.
+//	English language support (default).
+//
+//-----------------------------------------------------------------------------
+
+#ifndef __D_ENGLSH__
+#define __D_ENGLSH__
+
+//
+//	Printed strings for translation
+//
+
+//
+// D_Main.C
+//
+#define D_DEVSTR	"Development mode ON.\n"
+#define D_CDROM	"CD-ROM Version: default.cfg from c:\\doomdata\n"
+
+//
+//	M_Menu.C
+//
+#define PRESSKEY 	"press a key."
+#define PRESSYN 	"press y or n."
+#define QUITMSG	"are you sure you want to\nquit this great game?"
+#define LOADNET 	"you can't do load while in a net game!\n\n"PRESSKEY
+#define QLOADNET	"you can't quickload during a netgame!\n\n"PRESSKEY
+#define QSAVESPOT	"you haven't picked a quicksave slot yet!\n\n"PRESSKEY
+#define SAVEDEAD 	"you can't save if you aren't playing!\n\n"PRESSKEY
+#define QSPROMPT 	"quicksave over your game named\n\n'%s'?\n\n"PRESSYN
+#define QLPROMPT	"do you want to quickload the game named\n\n'%s'?\n\n"PRESSYN
+
+#define NEWGAME	\
+"you can't start a new game\n"\
+"while in a network game.\n\n"PRESSKEY
+
+#define NIGHTMARE	\
+"are you sure? this skill level\n"\
+"isn't even remotely fair.\n\n"PRESSYN
+
+#define SWSTRING	\
+"this is the shareware version of doom.\n\n"\
+"you need to order the entire trilogy.\n\n"PRESSKEY
+
+#define MSGOFF	"Messages OFF"
+#define MSGON		"Messages ON"
+#define NETEND	"you can't end a netgame!\n\n"PRESSKEY
+#define ENDGAME	"are you sure you want to end the game?\n\n"PRESSYN
+
+#define DOSY		"(press y to quit)"
+
+#define DETAILHI	"High detail"
+#define DETAILLO	"Low detail"
+#define GAMMALVL0	"Gamma correction OFF"
+#define GAMMALVL1	"Gamma correction level 1"
+#define GAMMALVL2	"Gamma correction level 2"
+#define GAMMALVL3	"Gamma correction level 3"
+#define GAMMALVL4	"Gamma correction level 4"
+#define EMPTYSTRING	"empty slot"
+
+//
+//	P_inter.C
+//
+#define GOTARMOR	"Picked up the armor."
+#define GOTMEGA	"Picked up the MegaArmor!"
+#define GOTHTHBONUS	"Picked up a health bonus."
+#define GOTARMBONUS	"Picked up an armor bonus."
+#define GOTSTIM	"Picked up a stimpack."
+#define GOTMEDINEED	"Picked up a medikit that you REALLY need!"
+#define GOTMEDIKIT	"Picked up a medikit."
+#define GOTSUPER	"Supercharge!"
+
+#define GOTBLUECARD	"Picked up a blue keycard."
+#define GOTYELWCARD	"Picked up a yellow keycard."
+#define GOTREDCARD	"Picked up a red keycard."
+#define GOTBLUESKUL	"Picked up a blue skull key."
+#define GOTYELWSKUL	"Picked up a yellow skull key."
+#define GOTREDSKULL	"Picked up a red skull key."
+
+#define GOTINVUL	"Invulnerability!"
+#define GOTBERSERK	"Berserk!"
+#define GOTINVIS	"Partial Invisibility"
+#define GOTSUIT	"Radiation Shielding Suit"
+#define GOTMAP	"Computer Area Map"
+#define GOTVISOR	"Light Amplification Visor"
+#define GOTMSPHERE	"MegaSphere!"
+
+#define GOTCLIP	"Picked up a clip."
+#define GOTCLIPBOX	"Picked up a box of bullets."
+#define GOTROCKET	"Picked up a rocket."
+#define GOTROCKBOX	"Picked up a box of rockets."
+#define GOTCELL	"Picked up an energy cell."
+#define GOTCELLBOX	"Picked up an energy cell pack."
+#define GOTSHELLS	"Picked up 4 shotgun shells."
+#define GOTSHELLBOX	"Picked up a box of shotgun shells."
+#define GOTBACKPACK	"Picked up a backpack full of ammo!"
+
+#define GOTBFG9000	"You got the BFG9000!  Oh, yes."
+#define GOTCHAINGUN	"You got the chaingun!"
+#define GOTCHAINSAW	"A chainsaw!  Find some meat!"
+#define GOTLAUNCHER	"You got the rocket launcher!"
+#define GOTPLASMA	"You got the plasma gun!"
+#define GOTSHOTGUN	"You got the shotgun!"
+#define GOTSHOTGUN2	"You got the super shotgun!"
+
+//
+// P_Doors.C
+//
+#define PD_BLUEO	"You need a blue key to activate this object"
+#define PD_REDO	"You need a red key to activate this object"
+#define PD_YELLOWO	"You need a yellow key to activate this object"
+#define PD_BLUEK	"You need a blue key to open this door"
+#define PD_REDK	"You need a red key to open this door"
+#define PD_YELLOWK	"You need a yellow key to open this door"
+
+//
+//	G_game.C
+//
+#define GGSAVED	"game saved."
+
+//
+//	HU_stuff.C
+//
+#define HUSTR_MSGU	"[Message unsent]"
+
+#define HUSTR_E1M1	"E1M1: Hangar"
+#define HUSTR_E1M2	"E1M2: Nuclear Plant"
+#define HUSTR_E1M3	"E1M3: Toxin Refinery"
+#define HUSTR_E1M4	"E1M4: Command Control"
+#define HUSTR_E1M5	"E1M5: Phobos Lab"
+#define HUSTR_E1M6	"E1M6: Central Processing"
+#define HUSTR_E1M7	"E1M7: Computer Station"
+#define HUSTR_E1M8	"E1M8: Phobos Anomaly"
+#define HUSTR_E1M9	"E1M9: Military Base"
+
+#define HUSTR_E2M1	"E2M1: Deimos Anomaly"
+#define HUSTR_E2M2	"E2M2: Containment Area"
+#define HUSTR_E2M3	"E2M3: Refinery"
+#define HUSTR_E2M4	"E2M4: Deimos Lab"
+#define HUSTR_E2M5	"E2M5: Command Center"
+#define HUSTR_E2M6	"E2M6: Halls of the Damned"
+#define HUSTR_E2M7	"E2M7: Spawning Vats"
+#define HUSTR_E2M8	"E2M8: Tower of Babel"
+#define HUSTR_E2M9	"E2M9: Fortress of Mystery"
+
+#define HUSTR_E3M1	"E3M1: Hell Keep"
+#define HUSTR_E3M2	"E3M2: Slough of Despair"
+#define HUSTR_E3M3	"E3M3: Pandemonium"
+#define HUSTR_E3M4	"E3M4: House of Pain"
+#define HUSTR_E3M5	"E3M5: Unholy Cathedral"
+#define HUSTR_E3M6	"E3M6: Mt. Erebus"
+#define HUSTR_E3M7	"E3M7: Limbo"
+#define HUSTR_E3M8	"E3M8: Dis"
+#define HUSTR_E3M9	"E3M9: Warrens"
+
+#define HUSTR_E4M1	"E4M1: Hell Beneath"
+#define HUSTR_E4M2	"E4M2: Perfect Hatred"
+#define HUSTR_E4M3	"E4M3: Sever The Wicked"
+#define HUSTR_E4M4	"E4M4: Unruly Evil"
+#define HUSTR_E4M5	"E4M5: They Will Repent"
+#define HUSTR_E4M6	"E4M6: Against Thee Wickedly"
+#define HUSTR_E4M7	"E4M7: And Hell Followed"
+#define HUSTR_E4M8	"E4M8: Unto The Cruel"
+#define HUSTR_E4M9	"E4M9: Fear"
+
+#define HUSTR_1	"level 1: entryway"
+#define HUSTR_2	"level 2: underhalls"
+#define HUSTR_3	"level 3: the gantlet"
+#define HUSTR_4	"level 4: the focus"
+#define HUSTR_5	"level 5: the waste tunnels"
+#define HUSTR_6	"level 6: the crusher"
+#define HUSTR_7	"level 7: dead simple"
+#define HUSTR_8	"level 8: tricks and traps"
+#define HUSTR_9	"level 9: the pit"
+#define HUSTR_10	"level 10: refueling base"
+#define HUSTR_11	"level 11: 'o' of destruction!"
+
+#define HUSTR_12	"level 12: the factory"
+#define HUSTR_13	"level 13: downtown"
+#define HUSTR_14	"level 14: the inmost dens"
+#define HUSTR_15	"level 15: industrial zone"
+#define HUSTR_16	"level 16: suburbs"
+#define HUSTR_17	"level 17: tenements"
+#define HUSTR_18	"level 18: the courtyard"
+#define HUSTR_19	"level 19: the citadel"
+#define HUSTR_20	"level 20: gotcha!"
+
+#define HUSTR_21	"level 21: nirvana"
+#define HUSTR_22	"level 22: the catacombs"
+#define HUSTR_23	"level 23: barrels o' fun"
+#define HUSTR_24	"level 24: the chasm"
+#define HUSTR_25	"level 25: bloodfalls"
+#define HUSTR_26	"level 26: the abandoned mines"
+#define HUSTR_27	"level 27: monster condo"
+#define HUSTR_28	"level 28: the spirit world"
+#define HUSTR_29	"level 29: the living end"
+#define HUSTR_30	"level 30: icon of sin"
+
+#define HUSTR_31	"level 31: wolfenstein"
+#define HUSTR_32	"level 32: grosse"
+
+#define PHUSTR_1	"level 1: congo"
+#define PHUSTR_2	"level 2: well of souls"
+#define PHUSTR_3	"level 3: aztec"
+#define PHUSTR_4	"level 4: caged"
+#define PHUSTR_5	"level 5: ghost town"
+#define PHUSTR_6	"level 6: baron's lair"
+#define PHUSTR_7	"level 7: caughtyard"
+#define PHUSTR_8	"level 8: realm"
+#define PHUSTR_9	"level 9: abattoire"
+#define PHUSTR_10	"level 10: onslaught"
+#define PHUSTR_11	"level 11: hunted"
+
+#define PHUSTR_12	"level 12: speed"
+#define PHUSTR_13	"level 13: the crypt"
+#define PHUSTR_14	"level 14: genesis"
+#define PHUSTR_15	"level 15: the twilight"
+#define PHUSTR_16	"level 16: the omen"
+#define PHUSTR_17	"level 17: compound"
+#define PHUSTR_18	"level 18: neurosphere"
+#define PHUSTR_19	"level 19: nme"
+#define PHUSTR_20	"level 20: the death domain"
+
+#define PHUSTR_21	"level 21: slayer"
+#define PHUSTR_22	"level 22: impossible mission"
+#define PHUSTR_23	"level 23: tombstone"
+#define PHUSTR_24	"level 24: the final frontier"
+#define PHUSTR_25	"level 25: the temple of darkness"
+#define PHUSTR_26	"level 26: bunker"
+#define PHUSTR_27	"level 27: anti-christ"
+#define PHUSTR_28	"level 28: the sewers"
+#define PHUSTR_29	"level 29: odyssey of noises"
+#define PHUSTR_30	"level 30: the gateway of hell"
+
+#define PHUSTR_31	"level 31: cyberden"
+#define PHUSTR_32	"level 32: go 2 it"
+
+#define THUSTR_1	"level 1: system control"
+#define THUSTR_2	"level 2: human bbq"
+#define THUSTR_3	"level 3: power control"
+#define THUSTR_4	"level 4: wormhole"
+#define THUSTR_5	"level 5: hanger"
+#define THUSTR_6	"level 6: open season"
+#define THUSTR_7	"level 7: prison"
+#define THUSTR_8	"level 8: metal"
+#define THUSTR_9	"level 9: stronghold"
+#define THUSTR_10	"level 10: redemption"
+#define THUSTR_11	"level 11: storage facility"
+
+#define THUSTR_12	"level 12: crater"
+#define THUSTR_13	"level 13: nukage processing"
+#define THUSTR_14	"level 14: steel works"
+#define THUSTR_15	"level 15: dead zone"
+#define THUSTR_16	"level 16: deepest reaches"
+#define THUSTR_17	"level 17: processing area"
+#define THUSTR_18	"level 18: mill"
+#define THUSTR_19	"level 19: shipping/respawning"
+#define THUSTR_20	"level 20: central processing"
+
+#define THUSTR_21	"level 21: administration center"
+#define THUSTR_22	"level 22: habitat"
+#define THUSTR_23	"level 23: lunar mining project"
+#define THUSTR_24	"level 24: quarry"
+#define THUSTR_25	"level 25: baron's den"
+#define THUSTR_26	"level 26: ballistyx"
+#define THUSTR_27	"level 27: mount pain"
+#define THUSTR_28	"level 28: heck"
+#define THUSTR_29	"level 29: river styx"
+#define THUSTR_30	"level 30: last call"
+
+#define THUSTR_31	"level 31: pharaoh"
+#define THUSTR_32	"level 32: caribbean"
+
+#define HUSTR_CHATMACRO1	"I'm ready to kick butt!"
+#define HUSTR_CHATMACRO2	"I'm OK."
+#define HUSTR_CHATMACRO3	"I'm not looking too good!"
+#define HUSTR_CHATMACRO4	"Help!"
+#define HUSTR_CHATMACRO5	"You suck!"
+#define HUSTR_CHATMACRO6	"Next time, scumbag..."
+#define HUSTR_CHATMACRO7	"Come here!"
+#define HUSTR_CHATMACRO8	"I'll take care of it."
+#define HUSTR_CHATMACRO9	"Yes"
+#define HUSTR_CHATMACRO0	"No"
+
+#define HUSTR_TALKTOSELF1	"You mumble to yourself"
+#define HUSTR_TALKTOSELF2	"Who's there?"
+#define HUSTR_TALKTOSELF3	"You scare yourself"
+#define HUSTR_TALKTOSELF4	"You start to rave"
+#define HUSTR_TALKTOSELF5	"You've lost it..."
+
+#define HUSTR_MESSAGESENT	"[Message Sent]"
+
+// The following should NOT be changed unless it seems
+// just AWFULLY necessary
+
+#define HUSTR_PLRGREEN	"Green: "
+#define HUSTR_PLRINDIGO	"Indigo: "
+#define HUSTR_PLRBROWN	"Brown: "
+#define HUSTR_PLRRED		"Red: "
+
+#define HUSTR_KEYGREEN	'g'
+#define HUSTR_KEYINDIGO	'i'
+#define HUSTR_KEYBROWN	'b'
+#define HUSTR_KEYRED	'r'
+
+//
+//	AM_map.C
+//
+
+#define AMSTR_FOLLOWON	"Follow Mode ON"
+#define AMSTR_FOLLOWOFF	"Follow Mode OFF"
+
+#define AMSTR_GRIDON	"Grid ON"
+#define AMSTR_GRIDOFF	"Grid OFF"
+
+#define AMSTR_MARKEDSPOT	"Marked Spot"
+#define AMSTR_MARKSCLEARED	"All Marks Cleared"
+
+//
+//	ST_stuff.C
+//
+
+#define STSTR_MUS		"Music Change"
+#define STSTR_NOMUS		"IMPOSSIBLE SELECTION"
+#define STSTR_DQDON		"Degreelessness Mode On"
+#define STSTR_DQDOFF	"Degreelessness Mode Off"
+
+#define STSTR_KFAADDED	"Very Happy Ammo Added"
+#define STSTR_FAADDED	"Ammo (no keys) Added"
+
+#define STSTR_NCON		"No Clipping Mode ON"
+#define STSTR_NCOFF		"No Clipping Mode OFF"
+
+#define STSTR_BEHOLD	"inVuln, Str, Inviso, Rad, Allmap, or Lite-amp"
+#define STSTR_BEHOLDX	"Power-up Toggled"
+
+#define STSTR_CHOPPERS	"... doesn't suck - GM"
+#define STSTR_CLEV		"Changing Level..."
+
+//
+//	F_Finale.C
+//
+#define E1TEXT \
+"Once you beat the big badasses and\n"\
+"clean out the moon base you're supposed\n"\
+"to win, aren't you? Aren't you? Where's\n"\
+"your fat reward and ticket home? What\n"\
+"the hell is this? It's not supposed to\n"\
+"end this way!\n"\
+"\n" \
+"It stinks like rotten meat, but looks\n"\
+"like the lost Deimos base.  Looks like\n"\
+"you're stuck on The Shores of Hell.\n"\
+"The only way out is through.\n"\
+"\n"\
+"To continue the DOOM experience, play\n"\
+"The Shores of Hell and its amazing\n"\
+"sequel, Inferno!\n"
+
+
+#define E2TEXT \
+"You've done it! The hideous cyber-\n"\
+"demon lord that ruled the lost Deimos\n"\
+"moon base has been slain and you\n"\
+"are triumphant! But ... where are\n"\
+"you? You clamber to the edge of the\n"\
+"moon and look down to see the awful\n"\
+"truth.\n" \
+"\n"\
+"Deimos floats above Hell itself!\n"\
+"You've never heard of anyone escaping\n"\
+"from Hell, but you'll make the bastards\n"\
+"sorry they ever heard of you! Quickly,\n"\
+"you rappel down to  the surface of\n"\
+"Hell.\n"\
+"\n" \
+"Now, it's on to the final chapter of\n"\
+"DOOM! -- Inferno."
+
+
+#define E3TEXT \
+"The loathsome spiderdemon that\n"\
+"masterminded the invasion of the moon\n"\
+"bases and caused so much death has had\n"\
+"its ass kicked for all time.\n"\
+"\n"\
+"A hidden doorway opens and you enter.\n"\
+"You've proven too tough for Hell to\n"\
+"contain, and now Hell at last plays\n"\
+"fair -- for you emerge from the door\n"\
+"to see the green fields of Earth!\n"\
+"Home at last.\n" \
+"\n"\
+"You wonder what's been happening on\n"\
+"Earth while you were battling evil\n"\
+"unleashed. It's good that no Hell-\n"\
+"spawn could have come through that\n"\
+"door with you ..."
+
+
+#define E4TEXT \
+"the spider mastermind must have sent forth\n"\
+"its legions of hellspawn before your\n"\
+"final confrontation with that terrible\n"\
+"beast from hell.  but you stepped forward\n"\
+"and brought forth eternal damnation and\n"\
+"suffering upon the horde as a true hero\n"\
+"would in the face of something so evil.\n"\
+"\n"\
+"besides, someone was gonna pay for what\n"\
+"happened to daisy, your pet rabbit.\n"\
+"\n"\
+"but now, you see spread before you more\n"\
+"potential pain and gibbitude as a nation\n"\
+"of demons run amok among our cities.\n"\
+"\n"\
+"next stop, hell on earth!"
+
+
+// after level 6, put this:
+
+#define C1TEXT \
+"YOU HAVE ENTERED DEEPLY INTO THE INFESTED\n" \
+"STARPORT. BUT SOMETHING IS WRONG. THE\n" \
+"MONSTERS HAVE BROUGHT THEIR OWN REALITY\n" \
+"WITH THEM, AND THE STARPORT'S TECHNOLOGY\n" \
+"IS BEING SUBVERTED BY THEIR PRESENCE.\n" \
+"\n"\
+"AHEAD, YOU SEE AN OUTPOST OF HELL, A\n" \
+"FORTIFIED ZONE. IF YOU CAN GET PAST IT,\n" \
+"YOU CAN PENETRATE INTO THE HAUNTED HEART\n" \
+"OF THE STARBASE AND FIND THE CONTROLLING\n" \
+"SWITCH WHICH HOLDS EARTH'S POPULATION\n" \
+"HOSTAGE."
+
+// After level 11, put this:
+
+#define C2TEXT \
+"YOU HAVE WON! YOUR VICTORY HAS ENABLED\n" \
+"HUMANKIND TO EVACUATE EARTH AND ESCAPE\n"\
+"THE NIGHTMARE.  NOW YOU ARE THE ONLY\n"\
+"HUMAN LEFT ON THE FACE OF THE PLANET.\n"\
+"CANNIBAL MUTATIONS, CARNIVOROUS ALIENS,\n"\
+"AND EVIL SPIRITS ARE YOUR ONLY NEIGHBORS.\n"\
+"YOU SIT BACK AND WAIT FOR DEATH, CONTENT\n"\
+"THAT YOU HAVE SAVED YOUR SPECIES.\n"\
+"\n"\
+"BUT THEN, EARTH CONTROL BEAMS DOWN A\n"\
+"MESSAGE FROM SPACE: \"SENSORS HAVE LOCATED\n"\
+"THE SOURCE OF THE ALIEN INVASION. IF YOU\n"\
+"GO THERE, YOU MAY BE ABLE TO BLOCK THEIR\n"\
+"ENTRY.  THE ALIEN BASE IS IN THE HEART OF\n"\
+"YOUR OWN HOME CITY, NOT FAR FROM THE\n"\
+"STARPORT.\" SLOWLY AND PAINFULLY YOU GET\n"\
+"UP AND RETURN TO THE FRAY."
+
+
+// After level 20, put this:
+
+#define C3TEXT \
+"YOU ARE AT THE CORRUPT HEART OF THE CITY,\n"\
+"SURROUNDED BY THE CORPSES OF YOUR ENEMIES.\n"\
+"YOU SEE NO WAY TO DESTROY THE CREATURES'\n"\
+"ENTRYWAY ON THIS SIDE, SO YOU CLENCH YOUR\n"\
+"TEETH AND PLUNGE THROUGH IT.\n"\
+"\n"\
+"THERE MUST BE A WAY TO CLOSE IT ON THE\n"\
+"OTHER SIDE. WHAT DO YOU CARE IF YOU'VE\n"\
+"GOT TO GO THROUGH HELL TO GET TO IT?"
+
+
+// After level 29, put this:
+
+#define C4TEXT \
+"THE HORRENDOUS VISAGE OF THE BIGGEST\n"\
+"DEMON YOU'VE EVER SEEN CRUMBLES BEFORE\n"\
+"YOU, AFTER YOU PUMP YOUR ROCKETS INTO\n"\
+"HIS EXPOSED BRAIN. THE MONSTER SHRIVELS\n"\
+"UP AND DIES, ITS THRASHING LIMBS\n"\
+"DEVASTATING UNTOLD MILES OF HELL'S\n"\
+"SURFACE.\n"\
+"\n"\
+"YOU'VE DONE IT. THE INVASION IS OVER.\n"\
+"EARTH IS SAVED. HELL IS A WRECK. YOU\n"\
+"WONDER WHERE BAD FOLKS WILL GO WHEN THEY\n"\
+"DIE, NOW. WIPING THE SWEAT FROM YOUR\n"\
+"FOREHEAD YOU BEGIN THE LONG TREK BACK\n"\
+"HOME. REBUILDING EARTH OUGHT TO BE A\n"\
+"LOT MORE FUN THAN RUINING IT WAS.\n"
+
+
+
+// Before level 31, put this:
+
+#define C5TEXT \
+"CONGRATULATIONS, YOU'VE FOUND THE SECRET\n"\
+"LEVEL! LOOKS LIKE IT'S BEEN BUILT BY\n"\
+"HUMANS, RATHER THAN DEMONS. YOU WONDER\n"\
+"WHO THE INMATES OF THIS CORNER OF HELL\n"\
+"WILL BE."
+
+
+// Before level 32, put this:
+
+#define C6TEXT \
+"CONGRATULATIONS, YOU'VE FOUND THE\n"\
+"SUPER SECRET LEVEL!  YOU'D BETTER\n"\
+"BLAZE THROUGH THIS ONE!\n"
+
+
+// after map 06	
+
+#define P1TEXT  \
+"You gloat over the steaming carcass of the\n"\
+"Guardian.  With its death, you've wrested\n"\
+"the Accelerator from the stinking claws\n"\
+"of Hell.  You relax and glance around the\n"\
+"room.  Damn!  There was supposed to be at\n"\
+"least one working prototype, but you can't\n"\
+"see it. The demons must have taken it.\n"\
+"\n"\
+"You must find the prototype, or all your\n"\
+"struggles will have been wasted. Keep\n"\
+"moving, keep fighting, keep killing.\n"\
+"Oh yes, keep living, too."
+
+
+// after map 11
+
+#define P2TEXT \
+"Even the deadly Arch-Vile labyrinth could\n"\
+"not stop you, and you've gotten to the\n"\
+"prototype Accelerator which is soon\n"\
+"efficiently and permanently deactivated.\n"\
+"\n"\
+"You're good at that kind of thing."
+
+
+// after map 20
+
+#define P3TEXT \
+"You've bashed and battered your way into\n"\
+"the heart of the devil-hive.  Time for a\n"\
+"Search-and-Destroy mission, aimed at the\n"\
+"Gatekeeper, whose foul offspring is\n"\
+"cascading to Earth.  Yeah, he's bad. But\n"\
+"you know who's worse!\n"\
+"\n"\
+"Grinning evilly, you check your gear, and\n"\
+"get ready to give the bastard a little Hell\n"\
+"of your own making!"
+
+// after map 30
+
+#define P4TEXT \
+"The Gatekeeper's evil face is splattered\n"\
+"all over the place.  As its tattered corpse\n"\
+"collapses, an inverted Gate forms and\n"\
+"sucks down the shards of the last\n"\
+"prototype Accelerator, not to mention the\n"\
+"few remaining demons.  You're done. Hell\n"\
+"has gone back to pounding bad dead folks \n"\
+"instead of good live ones.  Remember to\n"\
+"tell your grandkids to put a rocket\n"\
+"launcher in your coffin. If you go to Hell\n"\
+"when you die, you'll need it for some\n"\
+"final cleaning-up ..."
+
+// before map 31
+
+#define P5TEXT \
+"You've found the second-hardest level we\n"\
+"got. Hope you have a saved game a level or\n"\
+"two previous.  If not, be prepared to die\n"\
+"aplenty. For master marines only."
+
+// before map 32
+
+#define P6TEXT \
+"Betcha wondered just what WAS the hardest\n"\
+"level we had ready for ya?  Now you know.\n"\
+"No one gets out alive."
+
+
+#define T1TEXT \
+"You've fought your way out of the infested\n"\
+"experimental labs.   It seems that UAC has\n"\
+"once again gulped it down.  With their\n"\
+"high turnover, it must be hard for poor\n"\
+"old UAC to buy corporate health insurance\n"\
+"nowadays..\n"\
+"\n"\
+"Ahead lies the military complex, now\n"\
+"swarming with diseased horrors hot to get\n"\
+"their teeth into you. With luck, the\n"\
+"complex still has some warlike ordnance\n"\
+"laying around."
+
+
+#define T2TEXT \
+"You hear the grinding of heavy machinery\n"\
+"ahead.  You sure hope they're not stamping\n"\
+"out new hellspawn, but you're ready to\n"\
+"ream out a whole herd if you have to.\n"\
+"They might be planning a blood feast, but\n"\
+"you feel about as mean as two thousand\n"\
+"maniacs packed into one mad killer.\n"\
+"\n"\
+"You don't plan to go down easy."
+
+
+#define T3TEXT \
+"The vista opening ahead looks real damn\n"\
+"familiar. Smells familiar, too -- like\n"\
+"fried excrement. You didn't like this\n"\
+"place before, and you sure as hell ain't\n"\
+"planning to like it now. The more you\n"\
+"brood on it, the madder you get.\n"\
+"Hefting your gun, an evil grin trickles\n"\
+"onto your face. Time to take some names."
+
+#define T4TEXT \
+"Suddenly, all is silent, from one horizon\n"\
+"to the other. The agonizing echo of Hell\n"\
+"fades away, the nightmare sky turns to\n"\
+"blue, the heaps of monster corpses start \n"\
+"to evaporate along with the evil stench \n"\
+"that filled the air. Jeeze, maybe you've\n"\
+"done it. Have you really won?\n"\
+"\n"\
+"Something rumbles in the distance.\n"\
+"A blue light begins to glow inside the\n"\
+"ruined skull of the demon-spitter."
+
+
+#define T5TEXT \
+"What now? Looks totally different. Kind\n"\
+"of like King Tut's condo. Well,\n"\
+"whatever's here can't be any worse\n"\
+"than usual. Can it?  Or maybe it's best\n"\
+"to let sleeping gods lie.."
+
+
+#define T6TEXT \
+"Time for a vacation. You've burst the\n"\
+"bowels of hell and by golly you're ready\n"\
+"for a break. You mutter to yourself,\n"\
+"Maybe someone else can kick Hell's ass\n"\
+"next time around. Ahead lies a quiet town,\n"\
+"with peaceful flowing water, quaint\n"\
+"buildings, and presumably no Hellspawn.\n"\
+"\n"\
+"As you step off the transport, you hear\n"\
+"the stomp of a cyberdemon's iron shoe."
+
+
+
+//
+// Character cast strings F_FINALE.C
+//
+#define CC_ZOMBIE	"ZOMBIEMAN"
+#define CC_SHOTGUN	"SHOTGUN GUY"
+#define CC_HEAVY	"HEAVY WEAPON DUDE"
+#define CC_IMP	"IMP"
+#define CC_DEMON	"DEMON"
+#define CC_LOST	"LOST SOUL"
+#define CC_CACO	"CACODEMON"
+#define CC_HELL	"HELL KNIGHT"
+#define CC_BARON	"BARON OF HELL"
+#define CC_ARACH	"ARACHNOTRON"
+#define CC_PAIN	"PAIN ELEMENTAL"
+#define CC_REVEN	"REVENANT"
+#define CC_MANCU	"MANCUBUS"
+#define CC_ARCH	"ARCH-VILE"
+#define CC_SPIDER	"THE SPIDER MASTERMIND"
+#define CC_CYBER	"THE CYBERDEMON"
+#define CC_HERO	"OUR HERO"
+
+
+#endif
+//-----------------------------------------------------------------------------
+//
+// $Log$
+// Revision 1.1  2005/07/23 16:20:01  fraggle
+// Initial revision
+//
+//
+//-----------------------------------------------------------------------------
--- /dev/null
+++ b/src/d_event.h
@@ -1,0 +1,125 @@
+// Emacs style mode select   -*- C++ -*- 
+//-----------------------------------------------------------------------------
+//
+// $Id: d_event.h 4 2005-07-23 16:19:41Z fraggle $
+//
+// Copyright (C) 1993-1996 by id Software, Inc.
+//
+// This source is available for distribution and/or modification
+// only under the terms of the DOOM Source Code License as
+// published by id Software. All rights reserved.
+//
+// The source is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
+// for more details.
+//
+// DESCRIPTION:
+//
+//    
+//-----------------------------------------------------------------------------
+
+
+#ifndef __D_EVENT__
+#define __D_EVENT__
+
+
+#include "doomtype.h"
+
+
+//
+// Event handling.
+//
+
+// Input event types.
+typedef enum
+{
+    ev_keydown,
+    ev_keyup,
+    ev_mouse,
+    ev_joystick
+} evtype_t;
+
+// Event structure.
+typedef struct
+{
+    evtype_t	type;
+    int		data1;		// keys / mouse/joystick buttons
+    int		data2;		// mouse/joystick x move
+    int		data3;		// mouse/joystick y move
+} event_t;
+
+ 
+typedef enum
+{
+    ga_nothing,
+    ga_loadlevel,
+    ga_newgame,
+    ga_loadgame,
+    ga_savegame,
+    ga_playdemo,
+    ga_completed,
+    ga_victory,
+    ga_worlddone,
+    ga_screenshot
+} gameaction_t;
+
+
+
+//
+// Button/action code definitions.
+//
+typedef enum
+{
+    // Press "Fire".
+    BT_ATTACK		= 1,
+    // Use button, to open doors, activate switches.
+    BT_USE		= 2,
+
+    // Flag: game events, not really buttons.
+    BT_SPECIAL		= 128,
+    BT_SPECIALMASK	= 3,
+    
+    // Flag, weapon change pending.
+    // If true, the next 3 bits hold weapon num.
+    BT_CHANGE		= 4,
+    // The 3bit weapon mask and shift, convenience.
+    BT_WEAPONMASK	= (8+16+32),
+    BT_WEAPONSHIFT	= 3,
+
+    // Pause the game.
+    BTS_PAUSE		= 1,
+    // Save the game at each console.
+    BTS_SAVEGAME	= 2,
+
+    // Savegame slot numbers
+    //  occupy the second byte of buttons.    
+    BTS_SAVEMASK	= (4+8+16),
+    BTS_SAVESHIFT 	= 2,
+  
+} buttoncode_t;
+
+
+
+
+//
+// GLOBAL VARIABLES
+//
+#define MAXEVENTS		64
+
+extern  event_t		events[MAXEVENTS];
+extern  int             eventhead;
+extern	int		eventtail;
+
+extern  gameaction_t    gameaction;
+
+
+#endif
+//-----------------------------------------------------------------------------
+//
+// $Log$
+// Revision 1.1  2005/07/23 16:19:44  fraggle
+// Initial revision
+//
+//
+//-----------------------------------------------------------------------------
--- /dev/null
+++ b/src/d_french.h
@@ -1,0 +1,436 @@
+// Emacs style mode select   -*- C++ -*- 
+//-----------------------------------------------------------------------------
+//
+// $Id: d_french.h 4 2005-07-23 16:19:41Z fraggle $
+//
+// Copyright (C) 1993-1996 by id Software, Inc.
+//
+// This source is available for distribution and/or modification
+// only under the terms of the DOOM Source Code License as
+// published by id Software. All rights reserved.
+//
+// The source is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
+// for more details.
+//
+// DESCRIPTION:
+//	Printed strings, french translation.
+//
+//-----------------------------------------------------------------------------
+
+
+#ifndef __D_FRENCH__
+#define __D_FRENCH__
+
+//
+// D_Main.C
+//
+#define D_DEVSTR	"MODE DEVELOPPEMENT ON.\n"
+#define D_CDROM		"VERSION CD-ROM: DEFAULT.CFG DANS C:\\DOOMDATA\n"
+
+//
+//	M_Menu.C
+//
+#define PRESSKEY 	"APPUYEZ SUR UNE TOUCHE."
+#define PRESSYN 	"APPUYEZ SUR Y OU N"
+#define QUITMSG		"VOUS VOULEZ VRAIMENT\nQUITTER CE SUPER JEU?"
+#define LOADNET 	"VOUS NE POUVEZ PAS CHARGER\nUN JEU EN RESEAU!\n\n"PRESSKEY
+#define QLOADNET	"CHARGEMENT RAPIDE INTERDIT EN RESEAU!\n\n"PRESSKEY
+#define QSAVESPOT	"VOUS N'AVEZ PAS CHOISI UN EMPLACEMENT!\n\n"PRESSKEY
+#define SAVEDEAD 	"VOUS NE POUVEZ PAS SAUVER SI VOUS NE JOUEZ "\
+"PAS!\n\n"PRESSKEY
+#define QSPROMPT 	"SAUVEGARDE RAPIDE DANS LE FICHIER \n\n'%s'?\n\n"PRESSYN
+#define QLPROMPT	"VOULEZ-VOUS CHARGER LA SAUVEGARDE"\
+"\n\n'%s'?\n\n"PRESSYN
+#define NEWGAME		"VOUS NE POUVEZ PAS LANCER\n"\
+"UN NOUVEAU JEU SUR RESEAU.\n\n"PRESSKEY
+#define NIGHTMARE	"VOUS CONFIRMEZ? CE NIVEAU EST\n"\
+"VRAIMENT IMPITOYABLE!n"PRESSYN
+#define SWSTRING	"CECI EST UNE VERSION SHAREWARE DE DOOM.\n\n"\
+"VOUS DEVRIEZ COMMANDER LA TRILOGIE COMPLETE.\n\n"PRESSKEY
+#define MSGOFF		"MESSAGES OFF"
+#define MSGON		"MESSAGES ON"
+#define NETEND		"VOUS NE POUVEZ PAS METTRE FIN A UN JEU SUR "\
+"RESEAU!\n\n"PRESSKEY
+#define ENDGAME		"VOUS VOULEZ VRAIMENT METTRE FIN AU JEU?\n\n"PRESSYN
+
+#define DOSY		"(APPUYEZ SUR Y POUR REVENIR AU OS.)"
+
+#define DETAILHI	"GRAPHISMES MAXIMUM "
+#define DETAILLO	"GRAPHISMES MINIMUM "
+#define GAMMALVL0	"CORRECTION GAMMA OFF"
+#define GAMMALVL1	"CORRECTION GAMMA NIVEAU 1"
+#define GAMMALVL2	"CORRECTION GAMMA NIVEAU 2"
+#define GAMMALVL3	"CORRECTION GAMMA NIVEAU 3"
+#define GAMMALVL4	"CORRECTION GAMMA NIVEAU 4"
+#define EMPTYSTRING	"EMPLACEMENT VIDE"
+
+//
+//	P_inter.C
+//
+#define GOTARMOR	"ARMURE RECUPEREE."
+#define GOTMEGA		"MEGA-ARMURE RECUPEREE!"
+#define GOTHTHBONUS	"BONUS DE SANTE RECUPERE."
+#define GOTARMBONUS	"BONUS D'ARMURE RECUPERE."
+#define GOTSTIM		"STIMPACK RECUPERE."
+#define GOTMEDINEED	"MEDIKIT RECUPERE. VOUS EN AVEZ VRAIMENT BESOIN!"
+#define GOTMEDIKIT	"MEDIKIT RECUPERE."
+#define GOTSUPER	"SUPERCHARGE!"
+
+#define GOTBLUECARD	"CARTE MAGNETIQUE BLEUE RECUPEREE."
+#define GOTYELWCARD	"CARTE MAGNETIQUE JAUNE RECUPEREE."
+#define GOTREDCARD	"CARTE MAGNETIQUE ROUGE RECUPEREE."
+#define GOTBLUESKUL	"CLEF CRANE BLEUE RECUPEREE."
+#define GOTYELWSKUL	"CLEF CRANE JAUNE RECUPEREE."
+#define GOTREDSKULL	"CLEF CRANE ROUGE RECUPEREE."
+
+#define GOTINVUL	"INVULNERABILITE!"
+#define GOTBERSERK	"BERSERK!"
+#define GOTINVIS	"INVISIBILITE PARTIELLE "
+#define GOTSUIT		"COMBINAISON ANTI-RADIATIONS "
+#define GOTMAP		"CARTE INFORMATIQUE "
+#define GOTVISOR	"VISEUR A AMPLIFICATION DE LUMIERE "
+#define GOTMSPHERE	"MEGASPHERE!"
+
+#define GOTCLIP		"CHARGEUR RECUPERE."
+#define GOTCLIPBOX	"BOITE DE BALLES RECUPEREE."
+#define GOTROCKET	"ROQUETTE RECUPEREE."
+#define GOTROCKBOX	"CAISSE DE ROQUETTES RECUPEREE."
+#define GOTCELL		"CELLULE D'ENERGIE RECUPEREE."
+#define GOTCELLBOX	"PACK DE CELLULES D'ENERGIE RECUPERE."
+#define GOTSHELLS	"4 CARTOUCHES RECUPEREES."
+#define GOTSHELLBOX	"BOITE DE CARTOUCHES RECUPEREE."
+#define GOTBACKPACK	"SAC PLEIN DE MUNITIONS RECUPERE!"
+
+#define GOTBFG9000	"VOUS AVEZ UN BFG9000!  OH, OUI!"
+#define GOTCHAINGUN	"VOUS AVEZ LA MITRAILLEUSE!"
+#define GOTCHAINSAW	"UNE TRONCONNEUSE!"
+#define GOTLAUNCHER	"VOUS AVEZ UN LANCE-ROQUETTES!"
+#define GOTPLASMA	"VOUS AVEZ UN FUSIL A PLASMA!"
+#define GOTSHOTGUN	"VOUS AVEZ UN FUSIL!"
+#define GOTSHOTGUN2	"VOUS AVEZ UN SUPER FUSIL!"
+
+//
+// P_Doors.C
+//
+#define PD_BLUEO	"IL VOUS FAUT UNE CLEF BLEUE"
+#define PD_REDO		"IL VOUS FAUT UNE CLEF ROUGE"
+#define PD_YELLOWO	"IL VOUS FAUT UNE CLEF JAUNE"
+#define PD_BLUEK	PD_BLUEO
+#define PD_REDK		PD_REDO
+#define PD_YELLOWK	PD_YELLOWO
+
+//
+//	G_game.C
+//
+#define GGSAVED		"JEU SAUVEGARDE."
+
+//
+//	HU_stuff.C
+//
+#define HUSTR_MSGU	"[MESSAGE NON ENVOYE]"
+
+#define HUSTR_E1M1	"E1M1: HANGAR"
+#define HUSTR_E1M2	"E1M2: USINE NUCLEAIRE "
+#define HUSTR_E1M3	"E1M3: RAFFINERIE DE TOXINES "
+#define HUSTR_E1M4	"E1M4: CENTRE DE CONTROLE "
+#define HUSTR_E1M5	"E1M5: LABORATOIRE PHOBOS "
+#define HUSTR_E1M6	"E1M6: TRAITEMENT CENTRAL "
+#define HUSTR_E1M7	"E1M7: CENTRE INFORMATIQUE "
+#define HUSTR_E1M8	"E1M8: ANOMALIE PHOBOS "
+#define HUSTR_E1M9	"E1M9: BASE MILITAIRE "
+
+#define HUSTR_E2M1	"E2M1: ANOMALIE DEIMOS "
+#define HUSTR_E2M2	"E2M2: ZONE DE CONFINEMENT "
+#define HUSTR_E2M3	"E2M3: RAFFINERIE"
+#define HUSTR_E2M4	"E2M4: LABORATOIRE DEIMOS "
+#define HUSTR_E2M5	"E2M5: CENTRE DE CONTROLE "
+#define HUSTR_E2M6	"E2M6: HALLS DES DAMNES "
+#define HUSTR_E2M7	"E2M7: CUVES DE REPRODUCTION "
+#define HUSTR_E2M8	"E2M8: TOUR DE BABEL "
+#define HUSTR_E2M9	"E2M9: FORTERESSE DU MYSTERE "
+
+#define HUSTR_E3M1	"E3M1: DONJON DE L'ENFER "
+#define HUSTR_E3M2	"E3M2: BOURBIER DU DESESPOIR "
+#define HUSTR_E3M3	"E3M3: PANDEMONIUM"
+#define HUSTR_E3M4	"E3M4: MAISON DE LA DOULEUR "
+#define HUSTR_E3M5	"E3M5: CATHEDRALE PROFANE "
+#define HUSTR_E3M6	"E3M6: MONT EREBUS"
+#define HUSTR_E3M7	"E3M7: LIMBES"
+#define HUSTR_E3M8	"E3M8: DIS"
+#define HUSTR_E3M9	"E3M9: CLAPIERS"
+
+#define HUSTR_1		"NIVEAU 1: ENTREE "
+#define HUSTR_2		"NIVEAU 2: HALLS SOUTERRAINS "
+#define HUSTR_3		"NIVEAU 3: LE FEU NOURRI "
+#define HUSTR_4		"NIVEAU 4: LE FOYER "
+#define HUSTR_5		"NIVEAU 5: LES EGOUTS "
+#define HUSTR_6		"NIVEAU 6: LE BROYEUR "
+#define HUSTR_7		"NIVEAU 7: L'HERBE DE LA MORT"
+#define HUSTR_8		"NIVEAU 8: RUSES ET PIEGES "
+#define HUSTR_9		"NIVEAU 9: LE PUITS "
+#define HUSTR_10	"NIVEAU 10: BASE DE RAVITAILLEMENT "
+#define HUSTR_11	"NIVEAU 11: LE CERCLE DE LA MORT!"
+
+#define HUSTR_12	"NIVEAU 12: L'USINE "
+#define HUSTR_13	"NIVEAU 13: LE CENTRE VILLE"
+#define HUSTR_14	"NIVEAU 14: LES ANTRES PROFONDES "
+#define HUSTR_15	"NIVEAU 15: LA ZONE INDUSTRIELLE "
+#define HUSTR_16	"NIVEAU 16: LA BANLIEUE"
+#define HUSTR_17	"NIVEAU 17: LES IMMEUBLES"
+#define HUSTR_18	"NIVEAU 18: LA COUR "
+#define HUSTR_19	"NIVEAU 19: LA CITADELLE "
+#define HUSTR_20	"NIVEAU 20: JE T'AI EU!"
+
+#define HUSTR_21	"NIVEAU 21: LE NIRVANA"
+#define HUSTR_22	"NIVEAU 22: LES CATACOMBES "
+#define HUSTR_23	"NIVEAU 23: LA GRANDE FETE "
+#define HUSTR_24	"NIVEAU 24: LE GOUFFRE "
+#define HUSTR_25	"NIVEAU 25: LES CHUTES DE SANG"
+#define HUSTR_26	"NIVEAU 26: LES MINES ABANDONNEES "
+#define HUSTR_27	"NIVEAU 27: CHEZ LES MONSTRES "
+#define HUSTR_28	"NIVEAU 28: LE MONDE DE L'ESPRIT "
+#define HUSTR_29	"NIVEAU 29: LA LIMITE "
+#define HUSTR_30	"NIVEAU 30: L'ICONE DU PECHE "
+
+#define HUSTR_31	"NIVEAU 31: WOLFENSTEIN"
+#define HUSTR_32	"NIVEAU 32: LE MASSACRE"
+
+
+#define HUSTR_CHATMACRO1	"JE SUIS PRET A LEUR EN FAIRE BAVER!"
+#define HUSTR_CHATMACRO2	"JE VAIS BIEN."
+#define HUSTR_CHATMACRO3	"JE N'AI PAS L'AIR EN FORME!"
+#define HUSTR_CHATMACRO4	"AU SECOURS!"
+#define HUSTR_CHATMACRO5	"TU CRAINS!"
+#define HUSTR_CHATMACRO6	"LA PROCHAINE FOIS, MINABLE..."
+#define HUSTR_CHATMACRO7	"VIENS ICI!"
+#define HUSTR_CHATMACRO8	"JE VAIS M'EN OCCUPER."
+#define HUSTR_CHATMACRO9	"OUI"
+#define HUSTR_CHATMACRO0	"NON"
+
+#define HUSTR_TALKTOSELF1	"VOUS PARLEZ TOUT SEUL "
+#define HUSTR_TALKTOSELF2	"QUI EST LA?"
+#define HUSTR_TALKTOSELF3	"VOUS VOUS FAITES PEUR "
+#define HUSTR_TALKTOSELF4	"VOUS COMMENCEZ A DELIRER "
+#define HUSTR_TALKTOSELF5	"VOUS ETES LARGUE..."
+
+#define HUSTR_MESSAGESENT	"[MESSAGE ENVOYE]"
+
+// The following should NOT be changed unless it seems
+// just AWFULLY necessary
+
+#define HUSTR_PLRGREEN	"VERT: "
+#define HUSTR_PLRINDIGO	"INDIGO: "
+#define HUSTR_PLRBROWN	"BRUN: "
+#define HUSTR_PLRRED		"ROUGE: "
+
+#define HUSTR_KEYGREEN	'g'	// french key should be "V"
+#define HUSTR_KEYINDIGO	'i'	
+#define HUSTR_KEYBROWN	'b'	
+#define HUSTR_KEYRED		'r'
+
+//
+//	AM_map.C
+//
+
+#define AMSTR_FOLLOWON		"MODE POURSUITE ON"
+#define AMSTR_FOLLOWOFF		"MODE POURSUITE OFF"
+
+#define AMSTR_GRIDON		"GRILLE ON"
+#define AMSTR_GRIDOFF		"GRILLE OFF"
+
+#define AMSTR_MARKEDSPOT	"REPERE MARQUE "
+#define AMSTR_MARKSCLEARED	"REPERES EFFACES "
+
+//
+//	ST_stuff.C
+//
+
+#define STSTR_MUS		"CHANGEMENT DE MUSIQUE "
+#define STSTR_NOMUS		"IMPOSSIBLE SELECTION"
+#define STSTR_DQDON		"INVULNERABILITE ON "
+#define STSTR_DQDOFF		"INVULNERABILITE OFF"
+
+#define STSTR_KFAADDED		"ARMEMENT MAXIMUM! "
+#define STSTR_FAADDED		"ARMES (SAUF CLEFS) AJOUTEES"
+
+#define STSTR_NCON		"BARRIERES ON"
+#define STSTR_NCOFF		"BARRIERES OFF"
+
+#define STSTR_BEHOLD		" inVuln, Str, Inviso, Rad, Allmap, or Lite-amp"
+#define STSTR_BEHOLDX		"AMELIORATION ACTIVEE"
+
+#define STSTR_CHOPPERS		"... DOESN'T SUCK - GM"
+#define STSTR_CLEV		"CHANGEMENT DE NIVEAU..."
+
+//
+//	F_Finale.C
+//
+#define E1TEXT	"APRES AVOIR VAINCU LES GROS MECHANTS\n"\
+"ET NETTOYE LA BASE LUNAIRE, VOUS AVEZ\n"\
+"GAGNE, NON? PAS VRAI? OU EST DONC VOTRE\n"\
+" RECOMPENSE ET VOTRE BILLET DE\n"\
+"RETOUR? QU'EST-QUE CA VEUT DIRE?CE"\
+"N'EST PAS LA FIN ESPEREE!\n"\
+"\n" \
+"CA SENT LA VIANDE PUTREFIEE, MAIS\n"\
+"ON DIRAIT LA BASE DEIMOS. VOUS ETES\n"\
+"APPAREMMENT BLOQUE AUX PORTES DE L'ENFER.\n"\
+"LA SEULE ISSUE EST DE L'AUTRE COTE.\n"\
+"\n"\
+"POUR VIVRE LA SUITE DE DOOM, JOUEZ\n"\
+"A 'AUX PORTES DE L'ENFER' ET A\n"\
+"L'EPISODE SUIVANT, 'L'ENFER'!\n"
+				
+#define E2TEXT	"VOUS AVEZ REUSSI. L'INFAME DEMON\n"\
+"QUI CONTROLAIT LA BASE LUNAIRE DE\n"\
+"DEIMOS EST MORT, ET VOUS AVEZ\n"\
+"TRIOMPHE! MAIS... OU ETES-VOUS?\n"\
+"VOUS GRIMPEZ JUSQU'AU BORD DE LA\n"\
+"LUNE ET VOUS DECOUVREZ L'ATROCE\n"\
+"VERITE.\n" \
+"\n"\
+"DEIMOS EST AU-DESSUS DE L'ENFER!\n"\
+"VOUS SAVEZ QUE PERSONNE NE S'EN\n"\
+"EST JAMAIS ECHAPPE, MAIS CES FUMIERS\n"\
+"VONT REGRETTER DE VOUS AVOIR CONNU!\n"\
+"VOUS REDESCENDEZ RAPIDEMENT VERS\n"\
+"LA SURFACE DE L'ENFER.\n"\
+"\n" \
+"VOICI MAINTENANT LE CHAPITRE FINAL DE\n"\
+"DOOM! -- L'ENFER."
+
+#define E3TEXT	"LE DEMON ARACHNEEN ET REPUGNANT\n"\
+"QUI A DIRIGE L'INVASION DES BASES\n"\
+"LUNAIRES ET SEME LA MORT VIENT DE SE\n"\
+"FAIRE PULVERISER UNE FOIS POUR TOUTES.\n"\
+"\n"\
+"UNE PORTE SECRETE S'OUVRE. VOUS ENTREZ.\n"\
+"VOUS AVEZ PROUVE QUE VOUS POUVIEZ\n"\
+"RESISTER AUX HORREURS DE L'ENFER.\n"\
+"IL SAIT ETRE BEAU JOUEUR, ET LORSQUE\n"\
+"VOUS SORTEZ, VOUS REVOYEZ LES VERTES\n"\
+"PRAIRIES DE LA TERRE, VOTRE PLANETE.\n"\
+"\n"\
+"VOUS VOUS DEMANDEZ CE QUI S'EST PASSE\n"\
+"SUR TERRE PENDANT QUE VOUS AVEZ\n"\
+"COMBATTU LE DEMON. HEUREUSEMENT,\n"\
+"AUCUN GERME DU MAL N'A FRANCHI\n"\
+"CETTE PORTE AVEC VOUS..."
+
+
+
+// after level 6, put this:
+
+#define C1TEXT	"VOUS ETES AU PLUS PROFOND DE L'ASTROPORT\n" \
+"INFESTE DE MONSTRES, MAIS QUELQUE CHOSE\n" \
+"NE VA PAS. ILS ONT APPORTE LEUR PROPRE\n" \
+"REALITE, ET LA TECHNOLOGIE DE L'ASTROPORT\n" \
+"EST AFFECTEE PAR LEUR PRESENCE.\n" \
+"\n"\
+"DEVANT VOUS, VOUS VOYEZ UN POSTE AVANCE\n" \
+"DE L'ENFER, UNE ZONE FORTIFIEE. SI VOUS\n" \
+"POUVEZ PASSER, VOUS POURREZ PENETRER AU\n" \
+"COEUR DE LA BASE HANTEE ET TROUVER \n" \
+"L'INTERRUPTEUR DE CONTROLE QUI GARDE LA \n" \
+"POPULATION DE LA TERRE EN OTAGE."
+
+// After level 11, put this:
+
+#define C2TEXT	"VOUS AVEZ GAGNE! VOTRE VICTOIRE A PERMIS\n" \
+"A L'HUMANITE D'EVACUER LA TERRE ET \n"\
+"D'ECHAPPER AU CAUCHEMAR. VOUS ETES \n"\
+"MAINTENANT LE DERNIER HUMAIN A LA SURFACE \n"\
+"DE LA PLANETE. VOUS ETES ENTOURE DE \n"\
+"MUTANTS CANNIBALES, D'EXTRATERRESTRES \n"\
+"CARNIVORES ET D'ESPRITS DU MAL. VOUS \n"\
+"ATTENDEZ CALMEMENT LA MORT, HEUREUX \n"\
+"D'AVOIR PU SAUVER VOTRE RACE.\n"\
+"MAIS UN MESSAGE VOUS PARVIENT SOUDAIN\n"\
+"DE L'ESPACE: \"NOS CAPTEURS ONT LOCALISE\n"\
+"LA SOURCE DE L'INVASION EXTRATERRESTRE.\n"\
+"SI VOUS Y ALLEZ, VOUS POURREZ PEUT-ETRE\n"\
+"LES ARRETER. LEUR BASE EST SITUEE AU COEUR\n"\
+"DE VOTRE VILLE NATALE, PRES DE L'ASTROPORT.\n"\
+"VOUS VOUS RELEVEZ LENTEMENT ET PENIBLEMENT\n"\
+"ET VOUS REPARTEZ POUR LE FRONT."
+
+// After level 20, put this:
+
+#define C3TEXT	"VOUS ETES AU COEUR DE LA CITE CORROMPUE,\n"\
+"ENTOURE PAR LES CADAVRES DE VOS ENNEMIS.\n"\
+"VOUS NE VOYEZ PAS COMMENT DETRUIRE LA PORTE\n"\
+"DES CREATURES DE CE COTE. VOUS SERREZ\n"\
+"LES DENTS ET PLONGEZ DANS L'OUVERTURE.\n"\
+"\n"\
+"IL DOIT Y AVOIR UN MOYEN DE LA FERMER\n"\
+"DE L'AUTRE COTE. VOUS ACCEPTEZ DE\n"\
+"TRAVERSER L'ENFER POUR LE FAIRE?"
+
+// After level 29, put this:
+
+#define C4TEXT	"LE VISAGE HORRIBLE D'UN DEMON D'UNE\n"\
+"TAILLE INCROYABLE S'EFFONDRE DEVANT\n"\
+"VOUS LORSQUE VOUS TIREZ UNE SALVE DE\n"\
+"ROQUETTES DANS SON CERVEAU. LE MONSTRE\n"\
+"SE RATATINE, SES MEMBRES DECHIQUETES\n"\
+"SE REPANDANT SUR DES CENTAINES DE\n"\
+"KILOMETRES A LA SURFACE DE L'ENFER.\n"\
+"\n"\
+"VOUS AVEZ REUSSI. L'INVASION N'AURA.\n"\
+"PAS LIEU. LA TERRE EST SAUVEE. L'ENFER\n"\
+"EST ANEANTI. EN VOUS DEMANDANT OU IRONT\n"\
+"MAINTENANT LES DAMNES, VOUS ESSUYEZ\n"\
+"VOTRE FRONT COUVERT DE SUEUR ET REPARTEZ\n"\
+"VERS LA TERRE. SA RECONSTRUCTION SERA\n"\
+"BEAUCOUP PLUS DROLE QUE SA DESTRUCTION.\n"
+
+// Before level 31, put this:
+
+#define C5TEXT	"FELICITATIONS! VOUS AVEZ TROUVE LE\n"\
+"NIVEAU SECRET! IL SEMBLE AVOIR ETE\n"\
+"CONSTRUIT PAR LES HUMAINS. VOUS VOUS\n"\
+"DEMANDEZ QUELS PEUVENT ETRE LES\n"\
+"HABITANTS DE CE COIN PERDU DE L'ENFER."
+
+// Before level 32, put this:
+
+#define C6TEXT	"FELICITATIONS! VOUS AVEZ DECOUVERT\n"\
+"LE NIVEAU SUPER SECRET! VOUS FERIEZ\n"\
+"MIEUX DE FONCER DANS CELUI-LA!\n"
+
+//
+// Character cast strings F_FINALE.C
+//
+#define CC_ZOMBIE	"ZOMBIE"
+#define CC_SHOTGUN	"TYPE AU FUSIL"
+#define CC_HEAVY	"MEC SUPER-ARME"
+#define CC_IMP		"DIABLOTIN"
+#define CC_DEMON	"DEMON"
+#define CC_LOST		"AME PERDUE"
+#define CC_CACO		"CACODEMON"
+#define CC_HELL		"CHEVALIER DE L'ENFER"
+#define CC_BARON	"BARON DE L'ENFER"
+#define CC_ARACH	"ARACHNOTRON"
+#define CC_PAIN		"ELEMENTAIRE DE LA DOULEUR"
+#define CC_REVEN	"REVENANT"
+#define CC_MANCU	"MANCUBUS"
+#define CC_ARCH		"ARCHI-INFAME"
+#define CC_SPIDER	"L'ARAIGNEE CERVEAU"
+#define CC_CYBER	"LE CYBERDEMON"
+#define CC_HERO		"NOTRE HEROS"
+
+
+
+#endif
+//-----------------------------------------------------------------------------
+//
+// $Log$
+// Revision 1.1  2005/07/23 16:20:04  fraggle
+// Initial revision
+//
+//
+//-----------------------------------------------------------------------------
+
+
--- /dev/null
+++ b/src/d_items.c
@@ -1,0 +1,141 @@
+// Emacs style mode select   -*- C++ -*- 
+//-----------------------------------------------------------------------------
+//
+// $Id: d_items.c 4 2005-07-23 16:19:41Z fraggle $
+//
+// Copyright (C) 1993-1996 by id Software, Inc.
+//
+// This source is available for distribution and/or modification
+// only under the terms of the DOOM Source Code License as
+// published by id Software. All rights reserved.
+//
+// The source is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
+// for more details.
+//
+// $Log$
+// Revision 1.1  2005/07/23 16:20:28  fraggle
+// Initial revision
+//
+//
+// DESCRIPTION:
+//
+//-----------------------------------------------------------------------------
+
+static const char
+rcsid[] = "$Id: d_items.c 4 2005-07-23 16:19:41Z fraggle $";
+
+// We are referring to sprite numbers.
+#include "info.h"
+
+#ifdef __GNUG__
+#pragma implementation "d_items.h"
+#endif
+#include "d_items.h"
+
+
+//
+// PSPRITE ACTIONS for waepons.
+// This struct controls the weapon animations.
+//
+// Each entry is:
+//   ammo/amunition type
+//  upstate
+//  downstate
+// readystate
+// atkstate, i.e. attack/fire/hit frame
+// flashstate, muzzle flash
+//
+weaponinfo_t	weaponinfo[NUMWEAPONS] =
+{
+    {
+	// fist
+	am_noammo,
+	S_PUNCHUP,
+	S_PUNCHDOWN,
+	S_PUNCH,
+	S_PUNCH1,
+	S_NULL
+    },	
+    {
+	// pistol
+	am_clip,
+	S_PISTOLUP,
+	S_PISTOLDOWN,
+	S_PISTOL,
+	S_PISTOL1,
+	S_PISTOLFLASH
+    },	
+    {
+	// shotgun
+	am_shell,
+	S_SGUNUP,
+	S_SGUNDOWN,
+	S_SGUN,
+	S_SGUN1,
+	S_SGUNFLASH1
+    },
+    {
+	// chaingun
+	am_clip,
+	S_CHAINUP,
+	S_CHAINDOWN,
+	S_CHAIN,
+	S_CHAIN1,
+	S_CHAINFLASH1
+    },
+    {
+	// missile launcher
+	am_misl,
+	S_MISSILEUP,
+	S_MISSILEDOWN,
+	S_MISSILE,
+	S_MISSILE1,
+	S_MISSILEFLASH1
+    },
+    {
+	// plasma rifle
+	am_cell,
+	S_PLASMAUP,
+	S_PLASMADOWN,
+	S_PLASMA,
+	S_PLASMA1,
+	S_PLASMAFLASH1
+    },
+    {
+	// bfg 9000
+	am_cell,
+	S_BFGUP,
+	S_BFGDOWN,
+	S_BFG,
+	S_BFG1,
+	S_BFGFLASH1
+    },
+    {
+	// chainsaw
+	am_noammo,
+	S_SAWUP,
+	S_SAWDOWN,
+	S_SAW,
+	S_SAW1,
+	S_NULL
+    },
+    {
+	// super shotgun
+	am_shell,
+	S_DSGUNUP,
+	S_DSGUNDOWN,
+	S_DSGUN,
+	S_DSGUN1,
+	S_DSGUNFLASH1
+    },	
+};
+
+
+
+
+
+
+
+
--- /dev/null
+++ b/src/d_items.h
@@ -1,0 +1,55 @@
+// Emacs style mode select   -*- C++ -*- 
+//-----------------------------------------------------------------------------
+//
+// $Id: d_items.h 4 2005-07-23 16:19:41Z fraggle $
+//
+// Copyright (C) 1993-1996 by id Software, Inc.
+//
+// This source is available for distribution and/or modification
+// only under the terms of the DOOM Source Code License as
+// published by id Software. All rights reserved.
+//
+// The source is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
+// for more details.
+//
+// DESCRIPTION:
+//	Items: key cards, artifacts, weapon, ammunition.
+//
+//-----------------------------------------------------------------------------
+
+
+#ifndef __D_ITEMS__
+#define __D_ITEMS__
+
+#include "doomdef.h"
+
+#ifdef __GNUG__
+#pragma interface
+#endif
+
+
+// Weapon info: sprite frames, ammunition use.
+typedef struct
+{
+    ammotype_t	ammo;
+    int		upstate;
+    int		downstate;
+    int		readystate;
+    int		atkstate;
+    int		flashstate;
+
+} weaponinfo_t;
+
+extern  weaponinfo_t    weaponinfo[NUMWEAPONS];
+
+#endif
+//-----------------------------------------------------------------------------
+//
+// $Log$
+// Revision 1.1  2005/07/23 16:20:28  fraggle
+// Initial revision
+//
+//
+//-----------------------------------------------------------------------------
--- /dev/null
+++ b/src/d_main.c
@@ -1,0 +1,1174 @@
+// Emacs style mode select   -*- C++ -*- 
+//-----------------------------------------------------------------------------
+//
+// $Id: d_main.c 4 2005-07-23 16:19:41Z fraggle $
+//
+// Copyright (C) 1993-1996 by id Software, Inc.
+//
+// This source is available for distribution and/or modification
+// only under the terms of the DOOM Source Code License as
+// published by id Software. All rights reserved.
+//
+// The source is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
+// for more details.
+//
+// $Log$
+// Revision 1.1  2005/07/23 16:20:34  fraggle
+// Initial revision
+//
+//
+// DESCRIPTION:
+//	DOOM main program (D_DoomMain) and game loop (D_DoomLoop),
+//	plus functions to determine game mode (shareware, registered),
+//	parse command line parameters, configure game parameters (turbo),
+//	and call the startup functions.
+//
+//-----------------------------------------------------------------------------
+
+
+static const char rcsid[] = "$Id: d_main.c 4 2005-07-23 16:19:41Z fraggle $";
+
+#define	BGCOLOR		7
+#define	FGCOLOR		8
+
+
+#ifdef NORMALUNIX
+#include <stdio.h>
+#include <stdlib.h>
+#include <unistd.h>
+#include <sys/types.h>
+#include <sys/stat.h>
+#include <fcntl.h>
+#endif
+
+
+#include "doomdef.h"
+#include "doomstat.h"
+
+#include "dstrings.h"
+#include "sounds.h"
+
+
+#include "z_zone.h"
+#include "w_wad.h"
+#include "s_sound.h"
+#include "v_video.h"
+
+#include "f_finale.h"
+#include "f_wipe.h"
+
+#include "m_argv.h"
+#include "m_misc.h"
+#include "m_menu.h"
+
+#include "i_system.h"
+#include "i_sound.h"
+#include "i_video.h"
+
+#include "g_game.h"
+
+#include "hu_stuff.h"
+#include "wi_stuff.h"
+#include "st_stuff.h"
+#include "am_map.h"
+
+#include "p_setup.h"
+#include "r_local.h"
+
+
+#include "d_main.h"
+
+//
+// D-DoomLoop()
+// Not a globally visible function,
+//  just included for source reference,
+//  called by D_DoomMain, never exits.
+// Manages timing and IO,
+//  calls all ?_Responder, ?_Ticker, and ?_Drawer,
+//  calls I_GetTime, I_StartFrame, and I_StartTic
+//
+void D_DoomLoop (void);
+
+
+char*		wadfiles[MAXWADFILES];
+
+
+boolean		devparm;	// started game with -devparm
+boolean         nomonsters;	// checkparm of -nomonsters
+boolean         respawnparm;	// checkparm of -respawn
+boolean         fastparm;	// checkparm of -fast
+
+boolean         drone;
+
+boolean		singletics = false; // debug flag to cancel adaptiveness
+
+
+
+//extern int soundVolume;
+//extern  int	sfxVolume;
+//extern  int	musicVolume;
+
+extern  boolean	inhelpscreens;
+
+skill_t		startskill;
+int             startepisode;
+int		startmap;
+boolean		autostart;
+
+FILE*		debugfile;
+
+boolean		advancedemo;
+
+
+
+
+char		wadfile[1024];		// primary wad file
+char		mapdir[1024];           // directory of development maps
+char		basedefault[1024];      // default file
+
+
+void D_CheckNetGame (void);
+void D_ProcessEvents (void);
+void G_BuildTiccmd (ticcmd_t* cmd);
+void D_DoAdvanceDemo (void);
+
+
+//
+// EVENT HANDLING
+//
+// Events are asynchronous inputs generally generated by the game user.
+// Events can be discarded if no responder claims them
+//
+event_t         events[MAXEVENTS];
+int             eventhead;
+int 		eventtail;
+
+
+//
+// D_PostEvent
+// Called by the I/O functions when input is detected
+//
+void D_PostEvent (event_t* ev)
+{
+    events[eventhead] = *ev;
+    eventhead = (++eventhead)&(MAXEVENTS-1);
+}
+
+
+//
+// D_ProcessEvents
+// Send all the events of the given timestamp down the responder chain
+//
+void D_ProcessEvents (void)
+{
+    event_t*	ev;
+	
+    // IF STORE DEMO, DO NOT ACCEPT INPUT
+    if ( ( gamemode == commercial )
+	 && (W_CheckNumForName("map01")<0) )
+      return;
+	
+    for ( ; eventtail != eventhead ; eventtail = (++eventtail)&(MAXEVENTS-1) )
+    {
+	ev = &events[eventtail];
+	if (M_Responder (ev))
+	    continue;               // menu ate the event
+	G_Responder (ev);
+    }
+}
+
+
+
+
+//
+// D_Display
+//  draw current display, possibly wiping it from the previous
+//
+
+// wipegamestate can be set to -1 to force a wipe on the next draw
+gamestate_t     wipegamestate = GS_DEMOSCREEN;
+extern  boolean setsizeneeded;
+extern  int             showMessages;
+void R_ExecuteSetViewSize (void);
+
+void D_Display (void)
+{
+    static  boolean		viewactivestate = false;
+    static  boolean		menuactivestate = false;
+    static  boolean		inhelpscreensstate = false;
+    static  boolean		fullscreen = false;
+    static  gamestate_t		oldgamestate = -1;
+    static  int			borderdrawcount;
+    int				nowtime;
+    int				tics;
+    int				wipestart;
+    int				y;
+    boolean			done;
+    boolean			wipe;
+    boolean			redrawsbar;
+
+    if (nodrawers)
+	return;                    // for comparative timing / profiling
+		
+    redrawsbar = false;
+    
+    // change the view size if needed
+    if (setsizeneeded)
+    {
+	R_ExecuteSetViewSize ();
+	oldgamestate = -1;                      // force background redraw
+	borderdrawcount = 3;
+    }
+
+    // save the current screen if about to wipe
+    if (gamestate != wipegamestate)
+    {
+	wipe = true;
+	wipe_StartScreen(0, 0, SCREENWIDTH, SCREENHEIGHT);
+    }
+    else
+	wipe = false;
+
+    if (gamestate == GS_LEVEL && gametic)
+	HU_Erase();
+    
+    // do buffered drawing
+    switch (gamestate)
+    {
+      case GS_LEVEL:
+	if (!gametic)
+	    break;
+	if (automapactive)
+	    AM_Drawer ();
+	if (wipe || (viewheight != 200 && fullscreen) )
+	    redrawsbar = true;
+	if (inhelpscreensstate && !inhelpscreens)
+	    redrawsbar = true;              // just put away the help screen
+	ST_Drawer (viewheight == 200, redrawsbar );
+	fullscreen = viewheight == 200;
+	break;
+
+      case GS_INTERMISSION:
+	WI_Drawer ();
+	break;
+
+      case GS_FINALE:
+	F_Drawer ();
+	break;
+
+      case GS_DEMOSCREEN:
+	D_PageDrawer ();
+	break;
+    }
+    
+    // draw buffered stuff to screen
+    I_UpdateNoBlit ();
+    
+    // draw the view directly
+    if (gamestate == GS_LEVEL && !automapactive && gametic)
+	R_RenderPlayerView (&players[displayplayer]);
+
+    if (gamestate == GS_LEVEL && gametic)
+	HU_Drawer ();
+    
+    // clean up border stuff
+    if (gamestate != oldgamestate && gamestate != GS_LEVEL)
+	I_SetPalette (W_CacheLumpName ("PLAYPAL",PU_CACHE));
+
+    // see if the border needs to be initially drawn
+    if (gamestate == GS_LEVEL && oldgamestate != GS_LEVEL)
+    {
+	viewactivestate = false;        // view was not active
+	R_FillBackScreen ();    // draw the pattern into the back screen
+    }
+
+    // see if the border needs to be updated to the screen
+    if (gamestate == GS_LEVEL && !automapactive && scaledviewwidth != 320)
+    {
+	if (menuactive || menuactivestate || !viewactivestate)
+	    borderdrawcount = 3;
+	if (borderdrawcount)
+	{
+	    R_DrawViewBorder ();    // erase old menu stuff
+	    borderdrawcount--;
+	}
+
+    }
+
+    menuactivestate = menuactive;
+    viewactivestate = viewactive;
+    inhelpscreensstate = inhelpscreens;
+    oldgamestate = wipegamestate = gamestate;
+    
+    // draw pause pic
+    if (paused)
+    {
+	if (automapactive)
+	    y = 4;
+	else
+	    y = viewwindowy+4;
+	V_DrawPatchDirect(viewwindowx+(scaledviewwidth-68)/2,
+			  y,0,W_CacheLumpName ("M_PAUSE", PU_CACHE));
+    }
+
+
+    // menus go directly to the screen
+    M_Drawer ();          // menu is drawn even on top of everything
+    NetUpdate ();         // send out any new accumulation
+
+
+    // normal update
+    if (!wipe)
+    {
+	I_FinishUpdate ();              // page flip or blit buffer
+	return;
+    }
+    
+    // wipe update
+    wipe_EndScreen(0, 0, SCREENWIDTH, SCREENHEIGHT);
+
+    wipestart = I_GetTime () - 1;
+
+    do
+    {
+	do
+	{
+	    nowtime = I_GetTime ();
+	    tics = nowtime - wipestart;
+	} while (!tics);
+	wipestart = nowtime;
+	done = wipe_ScreenWipe(wipe_Melt
+			       , 0, 0, SCREENWIDTH, SCREENHEIGHT, tics);
+	I_UpdateNoBlit ();
+	M_Drawer ();                            // menu is drawn even on top of wipes
+	I_FinishUpdate ();                      // page flip or blit buffer
+    } while (!done);
+}
+
+
+
+//
+//  D_DoomLoop
+//
+extern  boolean         demorecording;
+
+void D_DoomLoop (void)
+{
+    if (demorecording)
+	G_BeginRecording ();
+		
+    if (M_CheckParm ("-debugfile"))
+    {
+	char    filename[20];
+	sprintf (filename,"debug%i.txt",consoleplayer);
+	printf ("debug output to: %s\n",filename);
+	debugfile = fopen (filename,"w");
+    }
+	
+    I_InitGraphics ();
+
+    while (1)
+    {
+	// frame syncronous IO operations
+	I_StartFrame ();                
+	
+	// process one or more tics
+	if (singletics)
+	{
+	    I_StartTic ();
+	    D_ProcessEvents ();
+	    G_BuildTiccmd (&netcmds[consoleplayer][maketic%BACKUPTICS]);
+	    if (advancedemo)
+		D_DoAdvanceDemo ();
+	    M_Ticker ();
+	    G_Ticker ();
+	    gametic++;
+	    maketic++;
+	}
+	else
+	{
+	    TryRunTics (); // will run at least one tic
+	}
+		
+	S_UpdateSounds (players[consoleplayer].mo);// move positional sounds
+
+	// Update display, next frame, with current state.
+	D_Display ();
+
+#ifndef SNDSERV
+	// Sound mixing for the buffer is snychronous.
+	I_UpdateSound();
+#endif	
+	// Synchronous sound output is explicitly called.
+#ifndef SNDINTR
+	// Update sound output.
+	I_SubmitSound();
+#endif
+    }
+}
+
+
+
+//
+//  DEMO LOOP
+//
+int             demosequence;
+int             pagetic;
+char                    *pagename;
+
+
+//
+// D_PageTicker
+// Handles timing for warped projection
+//
+void D_PageTicker (void)
+{
+    if (--pagetic < 0)
+	D_AdvanceDemo ();
+}
+
+
+
+//
+// D_PageDrawer
+//
+void D_PageDrawer (void)
+{
+    V_DrawPatch (0,0, 0, W_CacheLumpName(pagename, PU_CACHE));
+}
+
+
+//
+// D_AdvanceDemo
+// Called after each demo or intro demosequence finishes
+//
+void D_AdvanceDemo (void)
+{
+    advancedemo = true;
+}
+
+
+//
+// This cycles through the demo sequences.
+// FIXME - version dependend demo numbers?
+//
+ void D_DoAdvanceDemo (void)
+{
+    players[consoleplayer].playerstate = PST_LIVE;  // not reborn
+    advancedemo = false;
+    usergame = false;               // no save / end game here
+    paused = false;
+    gameaction = ga_nothing;
+
+    if ( gamemode == retail )
+      demosequence = (demosequence+1)%7;
+    else
+      demosequence = (demosequence+1)%6;
+    
+    switch (demosequence)
+    {
+      case 0:
+	if ( gamemode == commercial )
+	    pagetic = 35 * 11;
+	else
+	    pagetic = 170;
+	gamestate = GS_DEMOSCREEN;
+	pagename = "TITLEPIC";
+	if ( gamemode == commercial )
+	  S_StartMusic(mus_dm2ttl);
+	else
+	  S_StartMusic (mus_intro);
+	break;
+      case 1:
+	G_DeferedPlayDemo ("demo1");
+	break;
+      case 2:
+	pagetic = 200;
+	gamestate = GS_DEMOSCREEN;
+	pagename = "CREDIT";
+	break;
+      case 3:
+	G_DeferedPlayDemo ("demo2");
+	break;
+      case 4:
+	gamestate = GS_DEMOSCREEN;
+	if ( gamemode == commercial)
+	{
+	    pagetic = 35 * 11;
+	    pagename = "TITLEPIC";
+	    S_StartMusic(mus_dm2ttl);
+	}
+	else
+	{
+	    pagetic = 200;
+
+	    if ( gamemode == retail )
+	      pagename = "CREDIT";
+	    else
+	      pagename = "HELP2";
+	}
+	break;
+      case 5:
+	G_DeferedPlayDemo ("demo3");
+	break;
+        // THE DEFINITIVE DOOM Special Edition demo
+      case 6:
+	G_DeferedPlayDemo ("demo4");
+	break;
+    }
+}
+
+
+
+//
+// D_StartTitle
+//
+void D_StartTitle (void)
+{
+    gameaction = ga_nothing;
+    demosequence = -1;
+    D_AdvanceDemo ();
+}
+
+
+
+
+//      print title for every printed line
+char            title[128];
+
+
+
+//
+// D_AddFile
+//
+void D_AddFile (char *file)
+{
+    int     numwadfiles;
+    char    *newfile;
+	
+    for (numwadfiles = 0 ; wadfiles[numwadfiles] ; numwadfiles++)
+	;
+
+    newfile = malloc (strlen(file)+1);
+    strcpy (newfile, file);
+	
+    wadfiles[numwadfiles] = newfile;
+}
+
+//
+// IdentifyVersion
+// Checks availability of IWAD files by name,
+// to determine whether registered/commercial features
+// should be executed (notably loading PWAD's).
+//
+void IdentifyVersion (void)
+{
+
+    char*	doom1wad;
+    char*	doomwad;
+    char*	doomuwad;
+    char*	doom2wad;
+
+    char*	doom2fwad;
+    char*	plutoniawad;
+    char*	tntwad;
+
+#ifdef NORMALUNIX
+    char *home;
+    char *doomwaddir;
+    doomwaddir = getenv("DOOMWADDIR");
+    if (!doomwaddir)
+	doomwaddir = ".";
+
+    // Commercial.
+    doom2wad = malloc(strlen(doomwaddir)+1+9+1);
+    sprintf(doom2wad, "%s/doom2.wad", doomwaddir);
+
+    // Retail.
+    doomuwad = malloc(strlen(doomwaddir)+1+8+1);
+    sprintf(doomuwad, "%s/doomu.wad", doomwaddir);
+    
+    // Registered.
+    doomwad = malloc(strlen(doomwaddir)+1+8+1);
+    sprintf(doomwad, "%s/doom.wad", doomwaddir);
+    
+    // Shareware.
+    doom1wad = malloc(strlen(doomwaddir)+1+9+1);
+    sprintf(doom1wad, "%s/doom1.wad", doomwaddir);
+
+     // Bug, dear Shawn.
+    // Insufficient malloc, caused spurious realloc errors.
+    plutoniawad = malloc(strlen(doomwaddir)+1+/*9*/12+1);
+    sprintf(plutoniawad, "%s/plutonia.wad", doomwaddir);
+
+    tntwad = malloc(strlen(doomwaddir)+1+9+1);
+    sprintf(tntwad, "%s/tnt.wad", doomwaddir);
+
+
+    // French stuff.
+    doom2fwad = malloc(strlen(doomwaddir)+1+10+1);
+    sprintf(doom2fwad, "%s/doom2f.wad", doomwaddir);
+
+    home = getenv("HOME");
+    if (!home)
+      I_Error("Please set $HOME to your home directory");
+    sprintf(basedefault, "%s/.doomrc", home);
+#endif
+
+    if (M_CheckParm ("-shdev"))
+    {
+	gamemode = shareware;
+	devparm = true;
+	D_AddFile (DEVDATA"doom1.wad");
+	D_AddFile (DEVMAPS"data_se/texture1.lmp");
+	D_AddFile (DEVMAPS"data_se/pnames.lmp");
+	strcpy (basedefault,DEVDATA"default.cfg");
+	return;
+    }
+
+    if (M_CheckParm ("-regdev"))
+    {
+	gamemode = registered;
+	devparm = true;
+	D_AddFile (DEVDATA"doom.wad");
+	D_AddFile (DEVMAPS"data_se/texture1.lmp");
+	D_AddFile (DEVMAPS"data_se/texture2.lmp");
+	D_AddFile (DEVMAPS"data_se/pnames.lmp");
+	strcpy (basedefault,DEVDATA"default.cfg");
+	return;
+    }
+
+    if (M_CheckParm ("-comdev"))
+    {
+	gamemode = commercial;
+	devparm = true;
+	/* I don't bother
+	if(plutonia)
+	    D_AddFile (DEVDATA"plutonia.wad");
+	else if(tnt)
+	    D_AddFile (DEVDATA"tnt.wad");
+	else*/
+	    D_AddFile (DEVDATA"doom2.wad");
+	    
+	D_AddFile (DEVMAPS"cdata/texture1.lmp");
+	D_AddFile (DEVMAPS"cdata/pnames.lmp");
+	strcpy (basedefault,DEVDATA"default.cfg");
+	return;
+    }
+
+    if ( !access (doom2fwad,R_OK) )
+    {
+	gamemode = commercial;
+	// C'est ridicule!
+	// Let's handle languages in config files, okay?
+	language = french;
+	printf("French version\n");
+	D_AddFile (doom2fwad);
+	return;
+    }
+
+    if ( !access (doom2wad,R_OK) )
+    {
+	gamemode = commercial;
+	D_AddFile (doom2wad);
+	return;
+    }
+
+    if ( !access (plutoniawad, R_OK ) )
+    {
+      gamemode = commercial;
+      D_AddFile (plutoniawad);
+      return;
+    }
+
+    if ( !access ( tntwad, R_OK ) )
+    {
+      gamemode = commercial;
+      D_AddFile (tntwad);
+      return;
+    }
+
+    if ( !access (doomuwad,R_OK) )
+    {
+      gamemode = retail;
+      D_AddFile (doomuwad);
+      return;
+    }
+
+    if ( !access (doomwad,R_OK) )
+    {
+      gamemode = registered;
+      D_AddFile (doomwad);
+      return;
+    }
+
+    if ( !access (doom1wad,R_OK) )
+    {
+      gamemode = shareware;
+      D_AddFile (doom1wad);
+      return;
+    }
+
+    printf("Game mode indeterminate.\n");
+    gamemode = indetermined;
+
+    // We don't abort. Let's see what the PWAD contains.
+    //exit(1);
+    //I_Error ("Game mode indeterminate\n");
+}
+
+//
+// Find a Response File
+//
+void FindResponseFile (void)
+{
+    int             i;
+#define MAXARGVS        100
+	
+    for (i = 1;i < myargc;i++)
+	if (myargv[i][0] == '@')
+	{
+	    FILE *          handle;
+	    int             size;
+	    int             k;
+	    int             index;
+	    int             indexinfile;
+	    char    *infile;
+	    char    *file;
+	    char    *moreargs[20];
+	    char    *firstargv;
+			
+	    // READ THE RESPONSE FILE INTO MEMORY
+	    handle = fopen (&myargv[i][1],"rb");
+	    if (!handle)
+	    {
+		printf ("\nNo such response file!");
+		exit(1);
+	    }
+	    printf("Found response file %s!\n",&myargv[i][1]);
+	    fseek (handle,0,SEEK_END);
+	    size = ftell(handle);
+	    fseek (handle,0,SEEK_SET);
+	    file = malloc (size);
+	    fread (file,size,1,handle);
+	    fclose (handle);
+			
+	    // KEEP ALL CMDLINE ARGS FOLLOWING @RESPONSEFILE ARG
+	    for (index = 0,k = i+1; k < myargc; k++)
+		moreargs[index++] = myargv[k];
+			
+	    firstargv = myargv[0];
+	    myargv = malloc(sizeof(char *)*MAXARGVS);
+	    memset(myargv,0,sizeof(char *)*MAXARGVS);
+	    myargv[0] = firstargv;
+			
+	    infile = file;
+	    indexinfile = k = 0;
+	    indexinfile++;  // SKIP PAST ARGV[0] (KEEP IT)
+	    do
+	    {
+		myargv[indexinfile++] = infile+k;
+		while(k < size &&
+		      ((*(infile+k)>= ' '+1) && (*(infile+k)<='z')))
+		    k++;
+		*(infile+k) = 0;
+		while(k < size &&
+		      ((*(infile+k)<= ' ') || (*(infile+k)>'z')))
+		    k++;
+	    } while(k < size);
+			
+	    for (k = 0;k < index;k++)
+		myargv[indexinfile++] = moreargs[k];
+	    myargc = indexinfile;
+	
+	    // DISPLAY ARGS
+	    printf("%d command-line args:\n",myargc);
+	    for (k=1;k<myargc;k++)
+		printf("%s\n",myargv[k]);
+
+	    break;
+	}
+}
+
+
+//
+// D_DoomMain
+//
+void D_DoomMain (void)
+{
+    int             p;
+    char                    file[256];
+
+    FindResponseFile ();
+	
+    IdentifyVersion ();
+	
+    setbuf (stdout, NULL);
+    modifiedgame = false;
+	
+    nomonsters = M_CheckParm ("-nomonsters");
+    respawnparm = M_CheckParm ("-respawn");
+    fastparm = M_CheckParm ("-fast");
+    devparm = M_CheckParm ("-devparm");
+    if (M_CheckParm ("-altdeath"))
+	deathmatch = 2;
+    else if (M_CheckParm ("-deathmatch"))
+	deathmatch = 1;
+
+    switch ( gamemode )
+    {
+      case retail:
+	sprintf (title,
+		 "                         "
+		 "The Ultimate DOOM Startup v%i.%i"
+		 "                           ",
+		 VERSION/100,VERSION%100);
+	break;
+      case shareware:
+	sprintf (title,
+		 "                            "
+		 "DOOM Shareware Startup v%i.%i"
+		 "                           ",
+		 VERSION/100,VERSION%100);
+	break;
+      case registered:
+	sprintf (title,
+		 "                            "
+		 "DOOM Registered Startup v%i.%i"
+		 "                           ",
+		 VERSION/100,VERSION%100);
+	break;
+      case commercial:
+	sprintf (title,
+		 "                         "
+		 "DOOM 2: Hell on Earth v%i.%i"
+		 "                           ",
+		 VERSION/100,VERSION%100);
+	break;
+/*FIXME
+       case pack_plut:
+	sprintf (title,
+		 "                   "
+		 "DOOM 2: Plutonia Experiment v%i.%i"
+		 "                           ",
+		 VERSION/100,VERSION%100);
+	break;
+      case pack_tnt:
+	sprintf (title,
+		 "                     "
+		 "DOOM 2: TNT - Evilution v%i.%i"
+		 "                           ",
+		 VERSION/100,VERSION%100);
+	break;
+*/
+      default:
+	sprintf (title,
+		 "                     "
+		 "Public DOOM - v%i.%i"
+		 "                           ",
+		 VERSION/100,VERSION%100);
+	break;
+    }
+    
+    printf ("%s\n",title);
+
+    if (devparm)
+	printf(D_DEVSTR);
+    
+    if (M_CheckParm("-cdrom"))
+    {
+	printf(D_CDROM);
+	mkdir("c:\\doomdata",0);
+	strcpy (basedefault,"c:/doomdata/default.cfg");
+    }	
+    
+    // turbo option
+    if ( (p=M_CheckParm ("-turbo")) )
+    {
+	int     scale = 200;
+	extern int forwardmove[2];
+	extern int sidemove[2];
+	
+	if (p<myargc-1)
+	    scale = atoi (myargv[p+1]);
+	if (scale < 10)
+	    scale = 10;
+	if (scale > 400)
+	    scale = 400;
+	printf ("turbo scale: %i%%\n",scale);
+	forwardmove[0] = forwardmove[0]*scale/100;
+	forwardmove[1] = forwardmove[1]*scale/100;
+	sidemove[0] = sidemove[0]*scale/100;
+	sidemove[1] = sidemove[1]*scale/100;
+    }
+    
+    // add any files specified on the command line with -file wadfile
+    // to the wad list
+    //
+    // convenience hack to allow -wart e m to add a wad file
+    // prepend a tilde to the filename so wadfile will be reloadable
+    p = M_CheckParm ("-wart");
+    if (p)
+    {
+	myargv[p][4] = 'p';     // big hack, change to -warp
+
+	// Map name handling.
+	switch (gamemode )
+	{
+	  case shareware:
+	  case retail:
+	  case registered:
+	    sprintf (file,"~"DEVMAPS"E%cM%c.wad",
+		     myargv[p+1][0], myargv[p+2][0]);
+	    printf("Warping to Episode %s, Map %s.\n",
+		   myargv[p+1],myargv[p+2]);
+	    break;
+	    
+	  case commercial:
+	  default:
+	    p = atoi (myargv[p+1]);
+	    if (p<10)
+	      sprintf (file,"~"DEVMAPS"cdata/map0%i.wad", p);
+	    else
+	      sprintf (file,"~"DEVMAPS"cdata/map%i.wad", p);
+	    break;
+	}
+	D_AddFile (file);
+    }
+	
+    p = M_CheckParm ("-file");
+    if (p)
+    {
+	// the parms after p are wadfile/lump names,
+	// until end of parms or another - preceded parm
+	modifiedgame = true;            // homebrew levels
+	while (++p != myargc && myargv[p][0] != '-')
+	    D_AddFile (myargv[p]);
+    }
+
+    p = M_CheckParm ("-playdemo");
+
+    if (!p)
+	p = M_CheckParm ("-timedemo");
+
+    if (p && p < myargc-1)
+    {
+	sprintf (file,"%s.lmp", myargv[p+1]);
+	D_AddFile (file);
+	printf("Playing demo %s.lmp.\n",myargv[p+1]);
+    }
+    
+    // get skill / episode / map from parms
+    startskill = sk_medium;
+    startepisode = 1;
+    startmap = 1;
+    autostart = false;
+
+		
+    p = M_CheckParm ("-skill");
+    if (p && p < myargc-1)
+    {
+	startskill = myargv[p+1][0]-'1';
+	autostart = true;
+    }
+
+    p = M_CheckParm ("-episode");
+    if (p && p < myargc-1)
+    {
+	startepisode = myargv[p+1][0]-'0';
+	startmap = 1;
+	autostart = true;
+    }
+	
+    p = M_CheckParm ("-timer");
+    if (p && p < myargc-1 && deathmatch)
+    {
+	int     time;
+	time = atoi(myargv[p+1]);
+	printf("Levels will end after %d minute",time);
+	if (time>1)
+	    printf("s");
+	printf(".\n");
+    }
+
+    p = M_CheckParm ("-avg");
+    if (p && p < myargc-1 && deathmatch)
+	printf("Austin Virtual Gaming: Levels will end after 20 minutes\n");
+
+    p = M_CheckParm ("-warp");
+    if (p && p < myargc-1)
+    {
+	if (gamemode == commercial)
+	    startmap = atoi (myargv[p+1]);
+	else
+	{
+	    startepisode = myargv[p+1][0]-'0';
+	    startmap = myargv[p+2][0]-'0';
+	}
+	autostart = true;
+    }
+    
+    // init subsystems
+    printf ("V_Init: allocate screens.\n");
+    V_Init ();
+
+    printf ("M_LoadDefaults: Load system defaults.\n");
+    M_LoadDefaults ();              // load before initing other systems
+
+    printf ("Z_Init: Init zone memory allocation daemon. \n");
+    Z_Init ();
+
+    printf ("W_Init: Init WADfiles.\n");
+    W_InitMultipleFiles (wadfiles);
+    
+
+    // Check for -file in shareware
+    if (modifiedgame)
+    {
+	// These are the lumps that will be checked in IWAD,
+	// if any one is not present, execution will be aborted.
+	char name[23][8]=
+	{
+	    "e2m1","e2m2","e2m3","e2m4","e2m5","e2m6","e2m7","e2m8","e2m9",
+	    "e3m1","e3m3","e3m3","e3m4","e3m5","e3m6","e3m7","e3m8","e3m9",
+	    "dphoof","bfgga0","heada1","cybra1","spida1d1"
+	};
+	int i;
+	
+	if ( gamemode == shareware)
+	    I_Error("\nYou cannot -file with the shareware "
+		    "version. Register!");
+
+	// Check for fake IWAD with right name,
+	// but w/o all the lumps of the registered version. 
+	if (gamemode == registered)
+	    for (i = 0;i < 23; i++)
+		if (W_CheckNumForName(name[i])<0)
+		    I_Error("\nThis is not the registered version.");
+    }
+    
+    // Iff additonal PWAD files are used, print modified banner
+    if (modifiedgame)
+    {
+	/*m*/printf (
+	    "===========================================================================\n"
+	    "ATTENTION:  This version of DOOM has been modified.  If you would like to\n"
+	    "get a copy of the original game, call 1-800-IDGAMES or see the readme file.\n"
+	    "        You will not receive technical support for modified games.\n"
+	    "                      press enter to continue\n"
+	    "===========================================================================\n"
+	    );
+	getchar ();
+    }
+	
+
+    // Check and print which version is executed.
+    switch ( gamemode )
+    {
+      case shareware:
+      case indetermined:
+	printf (
+	    "===========================================================================\n"
+	    "                                Shareware!\n"
+	    "===========================================================================\n"
+	);
+	break;
+      case registered:
+      case retail:
+      case commercial:
+	printf (
+	    "===========================================================================\n"
+	    "                 Commercial product - do not distribute!\n"
+	    "         Please report software piracy to the SPA: 1-800-388-PIR8\n"
+	    "===========================================================================\n"
+	);
+	break;
+	
+      default:
+	// Ouch.
+	break;
+    }
+
+    printf ("M_Init: Init miscellaneous info.\n");
+    M_Init ();
+
+    printf ("R_Init: Init DOOM refresh daemon - ");
+    R_Init ();
+
+    printf ("\nP_Init: Init Playloop state.\n");
+    P_Init ();
+
+    printf ("I_Init: Setting up machine state.\n");
+    I_Init ();
+
+    printf ("D_CheckNetGame: Checking network game status.\n");
+    D_CheckNetGame ();
+
+    printf ("S_Init: Setting up sound.\n");
+    S_Init (snd_SfxVolume /* *8 */, snd_MusicVolume /* *8*/ );
+
+    printf ("HU_Init: Setting up heads up display.\n");
+    HU_Init ();
+
+    printf ("ST_Init: Init status bar.\n");
+    ST_Init ();
+
+    // check for a driver that wants intermission stats
+    p = M_CheckParm ("-statcopy");
+    if (p && p<myargc-1)
+    {
+	// for statistics driver
+	extern  void*	statcopy;                            
+
+	statcopy = (void*)atoi(myargv[p+1]);
+	printf ("External statistics registered.\n");
+    }
+    
+    // start the apropriate game based on parms
+    p = M_CheckParm ("-record");
+
+    if (p && p < myargc-1)
+    {
+	G_RecordDemo (myargv[p+1]);
+	autostart = true;
+    }
+	
+    p = M_CheckParm ("-playdemo");
+    if (p && p < myargc-1)
+    {
+	singledemo = true;              // quit after one demo
+	G_DeferedPlayDemo (myargv[p+1]);
+	D_DoomLoop ();  // never returns
+    }
+	
+    p = M_CheckParm ("-timedemo");
+    if (p && p < myargc-1)
+    {
+	G_TimeDemo (myargv[p+1]);
+	D_DoomLoop ();  // never returns
+    }
+	
+    p = M_CheckParm ("-loadgame");
+    if (p && p < myargc-1)
+    {
+	if (M_CheckParm("-cdrom"))
+	    sprintf(file, "c:\\doomdata\\"SAVEGAMENAME"%c.dsg",myargv[p+1][0]);
+	else
+	    sprintf(file, SAVEGAMENAME"%c.dsg",myargv[p+1][0]);
+	G_LoadGame (file);
+    }
+	
+
+    if ( gameaction != ga_loadgame )
+    {
+	if (autostart || netgame)
+	    G_InitNew (startskill, startepisode, startmap);
+	else
+	    D_StartTitle ();                // start up intro loop
+
+    }
+
+    D_DoomLoop ();  // never returns
+}
--- /dev/null
+++ b/src/d_main.h
@@ -1,0 +1,67 @@
+// Emacs style mode select   -*- C++ -*- 
+//-----------------------------------------------------------------------------
+//
+// $Id: d_main.h 4 2005-07-23 16:19:41Z fraggle $
+//
+// Copyright (C) 1993-1996 by id Software, Inc.
+//
+// This source is available for distribution and/or modification
+// only under the terms of the DOOM Source Code License as
+// published by id Software. All rights reserved.
+//
+// The source is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
+// for more details.
+//
+// $Log$
+// Revision 1.1  2005/07/23 16:20:34  fraggle
+// Initial revision
+//
+//
+// DESCRIPTION:
+//	System specific interface stuff.
+//
+//-----------------------------------------------------------------------------
+
+
+#ifndef __D_MAIN__
+#define __D_MAIN__
+
+#include "d_event.h"
+
+#ifdef __GNUG__
+#pragma interface
+#endif
+
+
+
+#define MAXWADFILES             20
+extern char*		wadfiles[MAXWADFILES];
+
+void D_AddFile (char *file);
+
+
+
+//
+// D_DoomMain()
+// Not a globally visible function, just included for source reference,
+// calls all startup code, parses command line options.
+// If not overrided by user input, calls N_AdvanceDemo.
+//
+void D_DoomMain (void);
+
+// Called by IO functions when input is detected.
+void D_PostEvent (event_t* ev);
+
+	
+
+//
+// BASE LEVEL
+//
+void D_PageTicker (void);
+void D_PageDrawer (void);
+void D_AdvanceDemo (void);
+void D_StartTitle (void);
+
+#endif
--- /dev/null
+++ b/src/d_net.c
@@ -1,0 +1,770 @@
+// Emacs style mode select   -*- C++ -*- 
+//-----------------------------------------------------------------------------
+//
+// $Id: d_net.c 4 2005-07-23 16:19:41Z fraggle $
+//
+// Copyright (C) 1993-1996 by id Software, Inc.
+//
+// This source is available for distribution and/or modification
+// only under the terms of the DOOM Source Code License as
+// published by id Software. All rights reserved.
+//
+// The source is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
+// for more details.
+//
+// $Log$
+// Revision 1.1  2005/07/23 16:20:50  fraggle
+// Initial revision
+//
+//
+// DESCRIPTION:
+//	DOOM Network game communication and protocol,
+//	all OS independend parts.
+//
+//-----------------------------------------------------------------------------
+
+
+static const char rcsid[] = "$Id: d_net.c 4 2005-07-23 16:19:41Z fraggle $";
+
+
+#include "m_menu.h"
+#include "i_system.h"
+#include "i_video.h"
+#include "i_net.h"
+#include "g_game.h"
+#include "doomdef.h"
+#include "doomstat.h"
+
+#define	NCMD_EXIT		0x80000000
+#define	NCMD_RETRANSMIT		0x40000000
+#define	NCMD_SETUP		0x20000000
+#define	NCMD_KILL		0x10000000	// kill game
+#define	NCMD_CHECKSUM	 	0x0fffffff
+
+ 
+doomcom_t*	doomcom;	
+doomdata_t*	netbuffer;		// points inside doomcom
+
+
+//
+// NETWORKING
+//
+// gametic is the tic about to (or currently being) run
+// maketic is the tick that hasn't had control made for it yet
+// nettics[] has the maketics for all players 
+//
+// a gametic cannot be run until nettics[] > gametic for all players
+//
+#define	RESENDCOUNT	10
+#define	PL_DRONE	0x80	// bit flag in doomdata->player
+
+ticcmd_t	localcmds[BACKUPTICS];
+
+ticcmd_t        netcmds[MAXPLAYERS][BACKUPTICS];
+int         	nettics[MAXNETNODES];
+boolean		nodeingame[MAXNETNODES];		// set false as nodes leave game
+boolean		remoteresend[MAXNETNODES];		// set when local needs tics
+int		resendto[MAXNETNODES];			// set when remote needs tics
+int		resendcount[MAXNETNODES];
+
+int		nodeforplayer[MAXPLAYERS];
+
+int             maketic;
+int		lastnettic;
+int		skiptics;
+int		ticdup;		
+int		maxsend;	// BACKUPTICS/(2*ticdup)-1
+
+
+void D_ProcessEvents (void); 
+void G_BuildTiccmd (ticcmd_t *cmd); 
+void D_DoAdvanceDemo (void);
+ 
+boolean		reboundpacket;
+doomdata_t	reboundstore;
+
+
+
+//
+//
+//
+int NetbufferSize (void)
+{
+    return (int)&(((doomdata_t *)0)->cmds[netbuffer->numtics]); 
+}
+
+//
+// Checksum 
+//
+unsigned NetbufferChecksum (void)
+{
+    unsigned		c;
+    int		i,l;
+
+    c = 0x1234567;
+
+    // FIXME -endianess?
+#ifdef NORMALUNIX
+    return 0;			// byte order problems
+#endif
+
+    l = (NetbufferSize () - (int)&(((doomdata_t *)0)->retransmitfrom))/4;
+    for (i=0 ; i<l ; i++)
+	c += ((unsigned *)&netbuffer->retransmitfrom)[i] * (i+1);
+
+    return c & NCMD_CHECKSUM;
+}
+
+//
+//
+//
+int ExpandTics (int low)
+{
+    int	delta;
+	
+    delta = low - (maketic&0xff);
+	
+    if (delta >= -64 && delta <= 64)
+	return (maketic&~0xff) + low;
+    if (delta > 64)
+	return (maketic&~0xff) - 256 + low;
+    if (delta < -64)
+	return (maketic&~0xff) + 256 + low;
+		
+    I_Error ("ExpandTics: strange value %i at maketic %i",low,maketic);
+    return 0;
+}
+
+
+
+//
+// HSendPacket
+//
+void
+HSendPacket
+ (int	node,
+  int	flags )
+{
+    netbuffer->checksum = NetbufferChecksum () | flags;
+
+    if (!node)
+    {
+	reboundstore = *netbuffer;
+	reboundpacket = true;
+	return;
+    }
+
+    if (demoplayback)
+	return;
+
+    if (!netgame)
+	I_Error ("Tried to transmit to another node");
+		
+    doomcom->command = CMD_SEND;
+    doomcom->remotenode = node;
+    doomcom->datalength = NetbufferSize ();
+	
+    if (debugfile)
+    {
+	int		i;
+	int		realretrans;
+	if (netbuffer->checksum & NCMD_RETRANSMIT)
+	    realretrans = ExpandTics (netbuffer->retransmitfrom);
+	else
+	    realretrans = -1;
+
+	fprintf (debugfile,"send (%i + %i, R %i) [%i] ",
+		 ExpandTics(netbuffer->starttic),
+		 netbuffer->numtics, realretrans, doomcom->datalength);
+	
+	for (i=0 ; i<doomcom->datalength ; i++)
+	    fprintf (debugfile,"%i ",((byte *)netbuffer)[i]);
+
+	fprintf (debugfile,"\n");
+    }
+
+    I_NetCmd ();
+}
+
+//
+// HGetPacket
+// Returns false if no packet is waiting
+//
+boolean HGetPacket (void)
+{	
+    if (reboundpacket)
+    {
+	*netbuffer = reboundstore;
+	doomcom->remotenode = 0;
+	reboundpacket = false;
+	return true;
+    }
+
+    if (!netgame)
+	return false;
+
+    if (demoplayback)
+	return false;
+		
+    doomcom->command = CMD_GET;
+    I_NetCmd ();
+    
+    if (doomcom->remotenode == -1)
+	return false;
+
+    if (doomcom->datalength != NetbufferSize ())
+    {
+	if (debugfile)
+	    fprintf (debugfile,"bad packet length %i\n",doomcom->datalength);
+	return false;
+    }
+	
+    if (NetbufferChecksum () != (netbuffer->checksum&NCMD_CHECKSUM) )
+    {
+	if (debugfile)
+	    fprintf (debugfile,"bad packet checksum\n");
+	return false;
+    }
+
+    if (debugfile)
+    {
+	int		realretrans;
+	int	i;
+			
+	if (netbuffer->checksum & NCMD_SETUP)
+	    fprintf (debugfile,"setup packet\n");
+	else
+	{
+	    if (netbuffer->checksum & NCMD_RETRANSMIT)
+		realretrans = ExpandTics (netbuffer->retransmitfrom);
+	    else
+		realretrans = -1;
+	    
+	    fprintf (debugfile,"get %i = (%i + %i, R %i)[%i] ",
+		     doomcom->remotenode,
+		     ExpandTics(netbuffer->starttic),
+		     netbuffer->numtics, realretrans, doomcom->datalength);
+
+	    for (i=0 ; i<doomcom->datalength ; i++)
+		fprintf (debugfile,"%i ",((byte *)netbuffer)[i]);
+	    fprintf (debugfile,"\n");
+	}
+    }
+    return true;	
+}
+
+
+//
+// GetPackets
+//
+char    exitmsg[80];
+
+void GetPackets (void)
+{
+    int		netconsole;
+    int		netnode;
+    ticcmd_t	*src, *dest;
+    int		realend;
+    int		realstart;
+				 
+    while ( HGetPacket() )
+    {
+	if (netbuffer->checksum & NCMD_SETUP)
+	    continue;		// extra setup packet
+			
+	netconsole = netbuffer->player & ~PL_DRONE;
+	netnode = doomcom->remotenode;
+	
+	// to save bytes, only the low byte of tic numbers are sent
+	// Figure out what the rest of the bytes are
+	realstart = ExpandTics (netbuffer->starttic);		
+	realend = (realstart+netbuffer->numtics);
+	
+	// check for exiting the game
+	if (netbuffer->checksum & NCMD_EXIT)
+	{
+	    if (!nodeingame[netnode])
+		continue;
+	    nodeingame[netnode] = false;
+	    playeringame[netconsole] = false;
+	    strcpy (exitmsg, "Player 1 left the game");
+	    exitmsg[7] += netconsole;
+	    players[consoleplayer].message = exitmsg;
+	    if (demorecording)
+		G_CheckDemoStatus ();
+	    continue;
+	}
+	
+	// check for a remote game kill
+	if (netbuffer->checksum & NCMD_KILL)
+	    I_Error ("Killed by network driver");
+
+	nodeforplayer[netconsole] = netnode;
+	
+	// check for retransmit request
+	if ( resendcount[netnode] <= 0 
+	     && (netbuffer->checksum & NCMD_RETRANSMIT) )
+	{
+	    resendto[netnode] = ExpandTics(netbuffer->retransmitfrom);
+	    if (debugfile)
+		fprintf (debugfile,"retransmit from %i\n", resendto[netnode]);
+	    resendcount[netnode] = RESENDCOUNT;
+	}
+	else
+	    resendcount[netnode]--;
+	
+	// check for out of order / duplicated packet		
+	if (realend == nettics[netnode])
+	    continue;
+			
+	if (realend < nettics[netnode])
+	{
+	    if (debugfile)
+		fprintf (debugfile,
+			 "out of order packet (%i + %i)\n" ,
+			 realstart,netbuffer->numtics);
+	    continue;
+	}
+	
+	// check for a missed packet
+	if (realstart > nettics[netnode])
+	{
+	    // stop processing until the other system resends the missed tics
+	    if (debugfile)
+		fprintf (debugfile,
+			 "missed tics from %i (%i - %i)\n",
+			 netnode, realstart, nettics[netnode]);
+	    remoteresend[netnode] = true;
+	    continue;
+	}
+
+	// update command store from the packet
+        {
+	    int		start;
+
+	    remoteresend[netnode] = false;
+		
+	    start = nettics[netnode] - realstart;		
+	    src = &netbuffer->cmds[start];
+
+	    while (nettics[netnode] < realend)
+	    {
+		dest = &netcmds[netconsole][nettics[netnode]%BACKUPTICS];
+		nettics[netnode]++;
+		*dest = *src;
+		src++;
+	    }
+	}
+    }
+}
+
+
+//
+// NetUpdate
+// Builds ticcmds for console player,
+// sends out a packet
+//
+int      gametime;
+
+void NetUpdate (void)
+{
+    int             nowtime;
+    int             newtics;
+    int				i,j;
+    int				realstart;
+    int				gameticdiv;
+    
+    // check time
+    nowtime = I_GetTime ()/ticdup;
+    newtics = nowtime - gametime;
+    gametime = nowtime;
+	
+    if (newtics <= 0) 	// nothing new to update
+	goto listen; 
+
+    if (skiptics <= newtics)
+    {
+	newtics -= skiptics;
+	skiptics = 0;
+    }
+    else
+    {
+	skiptics -= newtics;
+	newtics = 0;
+    }
+	
+		
+    netbuffer->player = consoleplayer;
+    
+    // build new ticcmds for console player
+    gameticdiv = gametic/ticdup;
+    for (i=0 ; i<newtics ; i++)
+    {
+	I_StartTic ();
+	D_ProcessEvents ();
+	if (maketic - gameticdiv >= BACKUPTICS/2-1)
+	    break;          // can't hold any more
+	
+	//printf ("mk:%i ",maketic);
+	G_BuildTiccmd (&localcmds[maketic%BACKUPTICS]);
+	maketic++;
+    }
+
+
+    if (singletics)
+	return;         // singletic update is syncronous
+    
+    // send the packet to the other nodes
+    for (i=0 ; i<doomcom->numnodes ; i++)
+	if (nodeingame[i])
+	{
+	    netbuffer->starttic = realstart = resendto[i];
+	    netbuffer->numtics = maketic - realstart;
+	    if (netbuffer->numtics > BACKUPTICS)
+		I_Error ("NetUpdate: netbuffer->numtics > BACKUPTICS");
+
+	    resendto[i] = maketic - doomcom->extratics;
+
+	    for (j=0 ; j< netbuffer->numtics ; j++)
+		netbuffer->cmds[j] = 
+		    localcmds[(realstart+j)%BACKUPTICS];
+					
+	    if (remoteresend[i])
+	    {
+		netbuffer->retransmitfrom = nettics[i];
+		HSendPacket (i, NCMD_RETRANSMIT);
+	    }
+	    else
+	    {
+		netbuffer->retransmitfrom = 0;
+		HSendPacket (i, 0);
+	    }
+	}
+    
+    // listen for other packets
+  listen:
+    GetPackets ();
+}
+
+
+
+//
+// CheckAbort
+//
+void CheckAbort (void)
+{
+    event_t *ev;
+    int		stoptic;
+	
+    stoptic = I_GetTime () + 2; 
+    while (I_GetTime() < stoptic) 
+	I_StartTic (); 
+	
+    I_StartTic ();
+    for ( ; eventtail != eventhead 
+	      ; eventtail = (++eventtail)&(MAXEVENTS-1) ) 
+    { 
+	ev = &events[eventtail]; 
+	if (ev->type == ev_keydown && ev->data1 == KEY_ESCAPE)
+	    I_Error ("Network game synchronization aborted.");
+    } 
+}
+
+
+//
+// D_ArbitrateNetStart
+//
+void D_ArbitrateNetStart (void)
+{
+    int		i;
+    boolean	gotinfo[MAXNETNODES];
+	
+    autostart = true;
+    memset (gotinfo,0,sizeof(gotinfo));
+	
+    if (doomcom->consoleplayer)
+    {
+	// listen for setup info from key player
+	printf ("listening for network start info...\n");
+	while (1)
+	{
+	    CheckAbort ();
+	    if (!HGetPacket ())
+		continue;
+	    if (netbuffer->checksum & NCMD_SETUP)
+	    {
+		if (netbuffer->player != VERSION)
+		    I_Error ("Different DOOM versions cannot play a net game!");
+		startskill = netbuffer->retransmitfrom & 15;
+		deathmatch = (netbuffer->retransmitfrom & 0xc0) >> 6;
+		nomonsters = (netbuffer->retransmitfrom & 0x20) > 0;
+		respawnparm = (netbuffer->retransmitfrom & 0x10) > 0;
+		startmap = netbuffer->starttic & 0x3f;
+		startepisode = netbuffer->starttic >> 6;
+		return;
+	    }
+	}
+    }
+    else
+    {
+	// key player, send the setup info
+	printf ("sending network start info...\n");
+	do
+	{
+	    CheckAbort ();
+	    for (i=0 ; i<doomcom->numnodes ; i++)
+	    {
+		netbuffer->retransmitfrom = startskill;
+		if (deathmatch)
+		    netbuffer->retransmitfrom |= (deathmatch<<6);
+		if (nomonsters)
+		    netbuffer->retransmitfrom |= 0x20;
+		if (respawnparm)
+		    netbuffer->retransmitfrom |= 0x10;
+		netbuffer->starttic = startepisode * 64 + startmap;
+		netbuffer->player = VERSION;
+		netbuffer->numtics = 0;
+		HSendPacket (i, NCMD_SETUP);
+	    }
+
+#if 1
+	    for(i = 10 ; i  &&  HGetPacket(); --i)
+	    {
+		if((netbuffer->player&0x7f) < MAXNETNODES)
+		    gotinfo[netbuffer->player&0x7f] = true;
+	    }
+#else
+	    while (HGetPacket ())
+	    {
+		gotinfo[netbuffer->player&0x7f] = true;
+	    }
+#endif
+
+	    for (i=1 ; i<doomcom->numnodes ; i++)
+		if (!gotinfo[i])
+		    break;
+	} while (i < doomcom->numnodes);
+    }
+}
+
+//
+// D_CheckNetGame
+// Works out player numbers among the net participants
+//
+extern	int			viewangleoffset;
+
+void D_CheckNetGame (void)
+{
+    int             i;
+	
+    for (i=0 ; i<MAXNETNODES ; i++)
+    {
+	nodeingame[i] = false;
+       	nettics[i] = 0;
+	remoteresend[i] = false;	// set when local needs tics
+	resendto[i] = 0;		// which tic to start sending
+    }
+	
+    // I_InitNetwork sets doomcom and netgame
+    I_InitNetwork ();
+    if (doomcom->id != DOOMCOM_ID)
+	I_Error ("Doomcom buffer invalid!");
+    
+    netbuffer = &doomcom->data;
+    consoleplayer = displayplayer = doomcom->consoleplayer;
+    if (netgame)
+	D_ArbitrateNetStart ();
+
+    printf ("startskill %i  deathmatch: %i  startmap: %i  startepisode: %i\n",
+	    startskill, deathmatch, startmap, startepisode);
+	
+    // read values out of doomcom
+    ticdup = doomcom->ticdup;
+    maxsend = BACKUPTICS/(2*ticdup)-1;
+    if (maxsend<1)
+	maxsend = 1;
+			
+    for (i=0 ; i<doomcom->numplayers ; i++)
+	playeringame[i] = true;
+    for (i=0 ; i<doomcom->numnodes ; i++)
+	nodeingame[i] = true;
+	
+    printf ("player %i of %i (%i nodes)\n",
+	    consoleplayer+1, doomcom->numplayers, doomcom->numnodes);
+
+}
+
+
+//
+// D_QuitNetGame
+// Called before quitting to leave a net game
+// without hanging the other players
+//
+void D_QuitNetGame (void)
+{
+    int             i, j;
+	
+    if (debugfile)
+	fclose (debugfile);
+		
+    if (!netgame || !usergame || consoleplayer == -1 || demoplayback)
+	return;
+	
+    // send a bunch of packets for security
+    netbuffer->player = consoleplayer;
+    netbuffer->numtics = 0;
+    for (i=0 ; i<4 ; i++)
+    {
+	for (j=1 ; j<doomcom->numnodes ; j++)
+	    if (nodeingame[j])
+		HSendPacket (j, NCMD_EXIT);
+	I_WaitVBL (1);
+    }
+}
+
+
+
+//
+// TryRunTics
+//
+int	frametics[4];
+int	frameon;
+int	frameskip[4];
+int	oldnettics;
+
+extern	boolean	advancedemo;
+
+void TryRunTics (void)
+{
+    int		i;
+    int		lowtic;
+    int		entertic;
+    static int	oldentertics;
+    int		realtics;
+    int		availabletics;
+    int		counts;
+    int		numplaying;
+    
+    // get real tics		
+    entertic = I_GetTime ()/ticdup;
+    realtics = entertic - oldentertics;
+    oldentertics = entertic;
+    
+    // get available tics
+    NetUpdate ();
+	
+    lowtic = MAXINT;
+    numplaying = 0;
+    for (i=0 ; i<doomcom->numnodes ; i++)
+    {
+	if (nodeingame[i])
+	{
+	    numplaying++;
+	    if (nettics[i] < lowtic)
+		lowtic = nettics[i];
+	}
+    }
+    availabletics = lowtic - gametic/ticdup;
+    
+    // decide how many tics to run
+    if (realtics < availabletics-1)
+	counts = realtics+1;
+    else if (realtics < availabletics)
+	counts = realtics;
+    else
+	counts = availabletics;
+    
+    if (counts < 1)
+	counts = 1;
+		
+    frameon++;
+
+    if (debugfile)
+	fprintf (debugfile,
+		 "=======real: %i  avail: %i  game: %i\n",
+		 realtics, availabletics,counts);
+
+    if (!demoplayback)
+    {	
+	// ideally nettics[0] should be 1 - 3 tics above lowtic
+	// if we are consistantly slower, speed up time
+	for (i=0 ; i<MAXPLAYERS ; i++)
+	    if (playeringame[i])
+		break;
+	if (consoleplayer == i)
+	{
+	    // the key player does not adapt
+	}
+	else
+	{
+	    if (nettics[0] <= nettics[nodeforplayer[i]])
+	    {
+		gametime--;
+		// printf ("-");
+	    }
+	    frameskip[frameon&3] = (oldnettics > nettics[nodeforplayer[i]]);
+	    oldnettics = nettics[0];
+	    if (frameskip[0] && frameskip[1] && frameskip[2] && frameskip[3])
+	    {
+		skiptics = 1;
+		// printf ("+");
+	    }
+	}
+    }// demoplayback
+	
+    // wait for new tics if needed
+    while (lowtic < gametic/ticdup + counts)	
+    {
+	NetUpdate ();   
+	lowtic = MAXINT;
+	
+	for (i=0 ; i<doomcom->numnodes ; i++)
+	    if (nodeingame[i] && nettics[i] < lowtic)
+		lowtic = nettics[i];
+	
+	if (lowtic < gametic/ticdup)
+	    I_Error ("TryRunTics: lowtic < gametic");
+				
+	// don't stay in here forever -- give the menu a chance to work
+	if (I_GetTime ()/ticdup - entertic >= 20)
+	{
+	    M_Ticker ();
+	    return;
+	} 
+    }
+    
+    // run the count * ticdup dics
+    while (counts--)
+    {
+	for (i=0 ; i<ticdup ; i++)
+	{
+	    if (gametic/ticdup > lowtic)
+		I_Error ("gametic>lowtic");
+	    if (advancedemo)
+		D_DoAdvanceDemo ();
+	    M_Ticker ();
+	    G_Ticker ();
+	    gametic++;
+	    
+	    // modify command for duplicated tics
+	    if (i != ticdup-1)
+	    {
+		ticcmd_t	*cmd;
+		int			buf;
+		int			j;
+				
+		buf = (gametic/ticdup)%BACKUPTICS; 
+		for (j=0 ; j<MAXPLAYERS ; j++)
+		{
+		    cmd = &netcmds[j][buf];
+		    cmd->chatchar = 0;
+		    if (cmd->buttons & BT_SPECIAL)
+			cmd->buttons = 0;
+		}
+	    }
+	}
+	NetUpdate ();	// check for new console commands
+    }
+}
--- /dev/null
+++ b/src/d_net.h
@@ -1,0 +1,152 @@
+// Emacs style mode select   -*- C++ -*- 
+//-----------------------------------------------------------------------------
+//
+// $Id: d_net.h 4 2005-07-23 16:19:41Z fraggle $
+//
+// Copyright (C) 1993-1996 by id Software, Inc.
+//
+// This source is available for distribution and/or modification
+// only under the terms of the DOOM Source Code License as
+// published by id Software. All rights reserved.
+//
+// The source is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
+// for more details.
+//
+// DESCRIPTION:
+//	Networking stuff.
+//
+//-----------------------------------------------------------------------------
+
+
+#ifndef __D_NET__
+#define __D_NET__
+
+#include "d_player.h"
+
+
+#ifdef __GNUG__
+#pragma interface
+#endif
+
+
+//
+// Network play related stuff.
+// There is a data struct that stores network
+//  communication related stuff, and another
+//  one that defines the actual packets to
+//  be transmitted.
+//
+
+#define DOOMCOM_ID		0x12345678l
+
+// Max computers/players in a game.
+#define MAXNETNODES		8
+
+
+// Networking and tick handling related.
+#define BACKUPTICS		12
+
+typedef enum
+{
+    CMD_SEND	= 1,
+    CMD_GET	= 2
+
+} command_t;
+
+
+//
+// Network packet data.
+//
+typedef struct
+{
+    // High bit is retransmit request.
+    unsigned		checksum;
+    // Only valid if NCMD_RETRANSMIT.
+    byte		retransmitfrom;
+    
+    byte		starttic;
+    byte		player;
+    byte		numtics;
+    ticcmd_t		cmds[BACKUPTICS];
+
+} doomdata_t;
+
+
+
+
+typedef struct
+{
+    // Supposed to be DOOMCOM_ID?
+    long		id;
+    
+    // DOOM executes an int to execute commands.
+    short		intnum;		
+    // Communication between DOOM and the driver.
+    // Is CMD_SEND or CMD_GET.
+    short		command;
+    // Is dest for send, set by get (-1 = no packet).
+    short		remotenode;
+    
+    // Number of bytes in doomdata to be sent
+    short		datalength;
+
+    // Info common to all nodes.
+    // Console is allways node 0.
+    short		numnodes;
+    // Flag: 1 = no duplication, 2-5 = dup for slow nets.
+    short		ticdup;
+    // Flag: 1 = send a backup tic in every packet.
+    short		extratics;
+    // Flag: 1 = deathmatch.
+    short		deathmatch;
+    // Flag: -1 = new game, 0-5 = load savegame
+    short		savegame;
+    short		episode;	// 1-3
+    short		map;		// 1-9
+    short		skill;		// 1-5
+
+    // Info specific to this node.
+    short		consoleplayer;
+    short		numplayers;
+    
+    // These are related to the 3-display mode,
+    //  in which two drones looking left and right
+    //  were used to render two additional views
+    //  on two additional computers.
+    // Probably not operational anymore.
+    // 1 = left, 0 = center, -1 = right
+    short		angleoffset;
+    // 1 = drone
+    short		drone;		
+
+    // The packet data to be sent.
+    doomdata_t		data;
+    
+} doomcom_t;
+
+
+
+// Create any new ticcmds and broadcast to other players.
+void NetUpdate (void);
+
+// Broadcasts special packets to other players
+//  to notify of game exit
+void D_QuitNetGame (void);
+
+//? how many ticks to run?
+void TryRunTics (void);
+
+
+#endif
+
+//-----------------------------------------------------------------------------
+//
+// $Log$
+// Revision 1.1  2005/07/23 16:20:50  fraggle
+// Initial revision
+//
+//
+//-----------------------------------------------------------------------------
+
--- /dev/null
+++ b/src/d_player.h
@@ -1,0 +1,222 @@
+// Emacs style mode select   -*- C++ -*- 
+//-----------------------------------------------------------------------------
+//
+// $Id: d_player.h 4 2005-07-23 16:19:41Z fraggle $
+//
+// Copyright (C) 1993-1996 by id Software, Inc.
+//
+// This source is available for distribution and/or modification
+// only under the terms of the DOOM Source Code License as
+// published by id Software. All rights reserved.
+//
+// The source is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
+// for more details.
+//
+// DESCRIPTION:
+//
+//
+//-----------------------------------------------------------------------------
+
+
+#ifndef __D_PLAYER__
+#define __D_PLAYER__
+
+
+// The player data structure depends on a number
+// of other structs: items (internal inventory),
+// animation states (closely tied to the sprites
+// used to represent them, unfortunately).
+#include "d_items.h"
+#include "p_pspr.h"
+
+// In addition, the player is just a special
+// case of the generic moving object/actor.
+#include "p_mobj.h"
+
+// Finally, for odd reasons, the player input
+// is buffered within the player data struct,
+// as commands per game tick.
+#include "d_ticcmd.h"
+
+#ifdef __GNUG__
+#pragma interface
+#endif
+
+
+
+
+//
+// Player states.
+//
+typedef enum
+{
+    // Playing or camping.
+    PST_LIVE,
+    // Dead on the ground, view follows killer.
+    PST_DEAD,
+    // Ready to restart/respawn???
+    PST_REBORN		
+
+} playerstate_t;
+
+
+//
+// Player internal flags, for cheats and debug.
+//
+typedef enum
+{
+    // No clipping, walk through barriers.
+    CF_NOCLIP		= 1,
+    // No damage, no health loss.
+    CF_GODMODE		= 2,
+    // Not really a cheat, just a debug aid.
+    CF_NOMOMENTUM	= 4
+
+} cheat_t;
+
+
+//
+// Extended player object info: player_t
+//
+typedef struct player_s
+{
+    mobj_t*		mo;
+    playerstate_t	playerstate;
+    ticcmd_t		cmd;
+
+    // Determine POV,
+    //  including viewpoint bobbing during movement.
+    // Focal origin above r.z
+    fixed_t		viewz;
+    // Base height above floor for viewz.
+    fixed_t		viewheight;
+    // Bob/squat speed.
+    fixed_t         	deltaviewheight;
+    // bounded/scaled total momentum.
+    fixed_t         	bob;	
+
+    // This is only used between levels,
+    // mo->health is used during levels.
+    int			health;	
+    int			armorpoints;
+    // Armor type is 0-2.
+    int			armortype;	
+
+    // Power ups. invinc and invis are tic counters.
+    int			powers[NUMPOWERS];
+    boolean		cards[NUMCARDS];
+    boolean		backpack;
+    
+    // Frags, kills of other players.
+    int			frags[MAXPLAYERS];
+    weapontype_t	readyweapon;
+    
+    // Is wp_nochange if not changing.
+    weapontype_t	pendingweapon;
+
+    boolean		weaponowned[NUMWEAPONS];
+    int			ammo[NUMAMMO];
+    int			maxammo[NUMAMMO];
+
+    // True if button down last tic.
+    int			attackdown;
+    int			usedown;
+
+    // Bit flags, for cheats and debug.
+    // See cheat_t, above.
+    int			cheats;		
+
+    // Refired shots are less accurate.
+    int			refire;		
+
+     // For intermission stats.
+    int			killcount;
+    int			itemcount;
+    int			secretcount;
+
+    // Hint messages.
+    char*		message;	
+    
+    // For screen flashing (red or bright).
+    int			damagecount;
+    int			bonuscount;
+
+    // Who did damage (NULL for floors/ceilings).
+    mobj_t*		attacker;
+    
+    // So gun flashes light up areas.
+    int			extralight;
+
+    // Current PLAYPAL, ???
+    //  can be set to REDCOLORMAP for pain, etc.
+    int			fixedcolormap;
+
+    // Player skin colorshift,
+    //  0-3 for which color to draw player.
+    int			colormap;	
+
+    // Overlay view sprites (gun, etc).
+    pspdef_t		psprites[NUMPSPRITES];
+
+    // True if secret level has been done.
+    boolean		didsecret;	
+
+} player_t;
+
+
+//
+// INTERMISSION
+// Structure passed e.g. to WI_Start(wb)
+//
+typedef struct
+{
+    boolean	in;	// whether the player is in game
+    
+    // Player stats, kills, collected items etc.
+    int		skills;
+    int		sitems;
+    int		ssecret;
+    int		stime; 
+    int		frags[4];
+    int		score;	// current score on entry, modified on return
+  
+} wbplayerstruct_t;
+
+typedef struct
+{
+    int		epsd;	// episode # (0-2)
+
+    // if true, splash the secret level
+    boolean	didsecret;
+    
+    // previous and next levels, origin 0
+    int		last;
+    int		next;	
+    
+    int		maxkills;
+    int		maxitems;
+    int		maxsecret;
+    int		maxfrags;
+
+    // the par time
+    int		partime;
+    
+    // index of this player in game
+    int		pnum;	
+
+    wbplayerstruct_t	plyr[MAXPLAYERS];
+
+} wbstartstruct_t;
+
+
+#endif
+//-----------------------------------------------------------------------------
+//
+// $Log$
+// Revision 1.1  2005/07/23 16:20:28  fraggle
+// Initial revision
+//
+//
+//-----------------------------------------------------------------------------
--- /dev/null
+++ b/src/d_textur.h
@@ -1,0 +1,54 @@
+// Emacs style mode select   -*- C++ -*- 
+//-----------------------------------------------------------------------------
+//
+// $Id: d_textur.h 4 2005-07-23 16:19:41Z fraggle $
+//
+// Copyright (C) 1993-1996 by id Software, Inc.
+//
+// This source is available for distribution and/or modification
+// only under the terms of the DOOM Source Code License as
+// published by id Software. All rights reserved.
+//
+// The source is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
+// for more details.
+//
+// DESCRIPTION:
+//	Typedefs related to to textures etc.,
+//	 isolated here to make it easier separating modules.
+//    
+//-----------------------------------------------------------------------------
+
+
+#ifndef __D_TEXTUR__
+#define __D_TEXTUR__
+
+#include "doomtype.h"
+
+
+
+
+//
+// Flats?
+//
+// a pic is an unmasked block of pixels
+typedef struct
+{
+    byte		width;
+    byte		height;
+    byte		data;
+} pic_t;
+
+
+
+
+#endif
+//-----------------------------------------------------------------------------
+//
+// $Log$
+// Revision 1.1  2005/07/23 16:20:00  fraggle
+// Initial revision
+//
+//
+//-----------------------------------------------------------------------------
--- /dev/null
+++ b/src/d_think.h
@@ -1,0 +1,82 @@
+// Emacs style mode select   -*- C++ -*- 
+//-----------------------------------------------------------------------------
+//
+// $Id: d_think.h 4 2005-07-23 16:19:41Z fraggle $
+//
+// Copyright (C) 1993-1996 by id Software, Inc.
+//
+// This source is available for distribution and/or modification
+// only under the terms of the DOOM Source Code License as
+// published by id Software. All rights reserved.
+//
+// The source is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
+// for more details.
+//
+// DESCRIPTION:
+//  MapObj data. Map Objects or mobjs are actors, entities,
+//  thinker, take-your-pick... anything that moves, acts, or
+//  suffers state changes of more or less violent nature.
+//
+//-----------------------------------------------------------------------------
+
+
+#ifndef __D_THINK__
+#define __D_THINK__
+
+
+#ifdef __GNUG__
+#pragma interface
+#endif
+
+
+
+//
+// Experimental stuff.
+// To compile this as "ANSI C with classes"
+//  we will need to handle the various
+//  action functions cleanly.
+//
+typedef  void (*actionf_v)();
+typedef  void (*actionf_p1)( void* );
+typedef  void (*actionf_p2)( void*, void* );
+
+typedef union
+{
+  actionf_p1	acp1;
+  actionf_v	acv;
+  actionf_p2	acp2;
+
+} actionf_t;
+
+
+
+
+
+// Historically, "think_t" is yet another
+//  function pointer to a routine to handle
+//  an actor.
+typedef actionf_t  think_t;
+
+
+// Doubly linked list of actors.
+typedef struct thinker_s
+{
+    struct thinker_s*	prev;
+    struct thinker_s*	next;
+    think_t		function;
+    
+} thinker_t;
+
+
+
+#endif
+//-----------------------------------------------------------------------------
+//
+// $Log$
+// Revision 1.1  2005/07/23 16:19:44  fraggle
+// Initial revision
+//
+//
+//-----------------------------------------------------------------------------
--- /dev/null
+++ b/src/d_ticcmd.h
@@ -1,0 +1,56 @@
+// Emacs style mode select   -*- C++ -*- 
+//-----------------------------------------------------------------------------
+//
+// $Id: d_ticcmd.h 4 2005-07-23 16:19:41Z fraggle $
+//
+// Copyright (C) 1993-1996 by id Software, Inc.
+//
+// This source is available for distribution and/or modification
+// only under the terms of the DOOM Source Code License as
+// published by id Software. All rights reserved.
+//
+// The source is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
+// for more details.
+//
+// DESCRIPTION:
+//	System specific interface stuff.
+//
+//-----------------------------------------------------------------------------
+
+
+#ifndef __D_TICCMD__
+#define __D_TICCMD__
+
+#include "doomtype.h"
+
+#ifdef __GNUG__
+#pragma interface
+#endif
+
+// The data sampled per tick (single player)
+// and transmitted to other peers (multiplayer).
+// Mainly movements/button commands per game tick,
+// plus a checksum for internal state consistency.
+typedef struct
+{
+    char	forwardmove;	// *2048 for move
+    char	sidemove;	// *2048 for move
+    short	angleturn;	// <<16 for angle delta
+    short	consistancy;	// checks for net game
+    byte	chatchar;
+    byte	buttons;
+} ticcmd_t;
+
+
+
+#endif
+//-----------------------------------------------------------------------------
+//
+// $Log$
+// Revision 1.1  2005/07/23 16:20:13  fraggle
+// Initial revision
+//
+//
+//-----------------------------------------------------------------------------
--- /dev/null
+++ b/src/doomdata.h
@@ -1,0 +1,225 @@
+// Emacs style mode select   -*- C++ -*- 
+//-----------------------------------------------------------------------------
+//
+// $Id: doomdata.h 4 2005-07-23 16:19:41Z fraggle $
+//
+// Copyright (C) 1993-1996 by id Software, Inc.
+//
+// This source is available for distribution and/or modification
+// only under the terms of the DOOM Source Code License as
+// published by id Software. All rights reserved.
+//
+// The source is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
+// for more details.
+//
+// DESCRIPTION:
+//  all external data is defined here
+//  most of the data is loaded into different structures at run time
+//  some internal structures shared by many modules are here
+//
+//-----------------------------------------------------------------------------
+
+#ifndef __DOOMDATA__
+#define __DOOMDATA__
+
+// The most basic types we use, portability.
+#include "doomtype.h"
+
+// Some global defines, that configure the game.
+#include "doomdef.h"
+
+
+
+//
+// Map level types.
+// The following data structures define the persistent format
+// used in the lumps of the WAD files.
+//
+
+// Lump order in a map WAD: each map needs a couple of lumps
+// to provide a complete scene geometry description.
+enum
+{
+  ML_LABEL,		// A separator, name, ExMx or MAPxx
+  ML_THINGS,		// Monsters, items..
+  ML_LINEDEFS,		// LineDefs, from editing
+  ML_SIDEDEFS,		// SideDefs, from editing
+  ML_VERTEXES,		// Vertices, edited and BSP splits generated
+  ML_SEGS,		// LineSegs, from LineDefs split by BSP
+  ML_SSECTORS,		// SubSectors, list of LineSegs
+  ML_NODES,		// BSP nodes
+  ML_SECTORS,		// Sectors, from editing
+  ML_REJECT,		// LUT, sector-sector visibility	
+  ML_BLOCKMAP		// LUT, motion clipping, walls/grid element
+};
+
+
+// A single Vertex.
+typedef struct
+{
+  short		x;
+  short		y;
+} mapvertex_t;
+
+
+// A SideDef, defining the visual appearance of a wall,
+// by setting textures and offsets.
+typedef struct
+{
+  short		textureoffset;
+  short		rowoffset;
+  char		toptexture[8];
+  char		bottomtexture[8];
+  char		midtexture[8];
+  // Front sector, towards viewer.
+  short		sector;
+} mapsidedef_t;
+
+
+
+// A LineDef, as used for editing, and as input
+// to the BSP builder.
+typedef struct
+{
+  short		v1;
+  short		v2;
+  short		flags;
+  short		special;
+  short		tag;
+  // sidenum[1] will be -1 if one sided
+  short		sidenum[2];		
+} maplinedef_t;
+
+
+//
+// LineDef attributes.
+//
+
+// Solid, is an obstacle.
+#define ML_BLOCKING		1
+
+// Blocks monsters only.
+#define ML_BLOCKMONSTERS	2
+
+// Backside will not be present at all
+//  if not two sided.
+#define ML_TWOSIDED		4
+
+// If a texture is pegged, the texture will have
+// the end exposed to air held constant at the
+// top or bottom of the texture (stairs or pulled
+// down things) and will move with a height change
+// of one of the neighbor sectors.
+// Unpegged textures allways have the first row of
+// the texture at the top pixel of the line for both
+// top and bottom textures (use next to windows).
+
+// upper texture unpegged
+#define ML_DONTPEGTOP		8
+
+// lower texture unpegged
+#define ML_DONTPEGBOTTOM	16	
+
+// In AutoMap: don't map as two sided: IT'S A SECRET!
+#define ML_SECRET		32
+
+// Sound rendering: don't let sound cross two of these.
+#define ML_SOUNDBLOCK		64
+
+// Don't draw on the automap at all.
+#define ML_DONTDRAW		128
+
+// Set if already seen, thus drawn in automap.
+#define ML_MAPPED		256
+
+
+
+
+// Sector definition, from editing.
+typedef	struct
+{
+  short		floorheight;
+  short		ceilingheight;
+  char		floorpic[8];
+  char		ceilingpic[8];
+  short		lightlevel;
+  short		special;
+  short		tag;
+} mapsector_t;
+
+// SubSector, as generated by BSP.
+typedef struct
+{
+  short		numsegs;
+  // Index of first one, segs are stored sequentially.
+  short		firstseg;	
+} mapsubsector_t;
+
+
+// LineSeg, generated by splitting LineDefs
+// using partition lines selected by BSP builder.
+typedef struct
+{
+  short		v1;
+  short		v2;
+  short		angle;		
+  short		linedef;
+  short		side;
+  short		offset;
+} mapseg_t;
+
+
+
+// BSP node structure.
+
+// Indicate a leaf.
+#define	NF_SUBSECTOR	0x8000
+
+typedef struct
+{
+  // Partition line from (x,y) to x+dx,y+dy)
+  short		x;
+  short		y;
+  short		dx;
+  short		dy;
+
+  // Bounding box for each child,
+  // clip against view frustum.
+  short		bbox[2][4];
+
+  // If NF_SUBSECTOR its a subsector,
+  // else it's a node of another subtree.
+  unsigned short	children[2];
+
+} mapnode_t;
+
+
+
+
+// Thing definition, position, orientation and type,
+// plus skill/visibility flags and attributes.
+typedef struct
+{
+    short		x;
+    short		y;
+    short		angle;
+    short		type;
+    short		options;
+} mapthing_t;
+
+
+
+
+
+#endif			// __DOOMDATA__
+//-----------------------------------------------------------------------------
+//
+// $Log$
+// Revision 1.1  2005/07/23 16:20:00  fraggle
+// Initial revision
+//
+//
+//-----------------------------------------------------------------------------
+
--- /dev/null
+++ b/src/doomdef.c
@@ -1,0 +1,41 @@
+// Emacs style mode select   -*- C++ -*- 
+//-----------------------------------------------------------------------------
+//
+// $Id: doomdef.c 4 2005-07-23 16:19:41Z fraggle $
+//
+// Copyright (C) 1993-1996 by id Software, Inc.
+//
+// This source is available for distribution and/or modification
+// only under the terms of the DOOM Source Code License as
+// published by id Software. All rights reserved.
+//
+// The source is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
+// for more details.
+//
+// $Log$
+// Revision 1.1  2005/07/23 16:19:42  fraggle
+// Initial revision
+//
+//
+// DESCRIPTION:
+//  DoomDef - basic defines for DOOM, e.g. Version, game mode
+//   and skill level, and display parameters.
+//
+//-----------------------------------------------------------------------------
+
+static const char
+rcsid[] = "$Id: doomdef.c 4 2005-07-23 16:19:41Z fraggle $";
+
+
+#ifdef __GNUG__
+#pragma implementation "doomdef.h"
+#endif
+#include "doomdef.h"
+
+// Location for any defines turned variables.
+
+// None.
+
+
--- /dev/null
+++ b/src/doomdef.h
@@ -1,0 +1,341 @@
+// Emacs style mode select   -*- C++ -*- 
+//-----------------------------------------------------------------------------
+//
+// $Id: doomdef.h 4 2005-07-23 16:19:41Z fraggle $
+//
+// Copyright (C) 1993-1996 by id Software, Inc.
+//
+// This source is available for distribution and/or modification
+// only under the terms of the DOOM Source Code License as
+// published by id Software. All rights reserved.
+//
+// The source is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
+// for more details.
+//
+// DESCRIPTION:
+//  Internally used data structures for virtually everything,
+//   key definitions, lots of other stuff.
+//
+//-----------------------------------------------------------------------------
+
+#ifndef __DOOMDEF__
+#define __DOOMDEF__
+
+#include <stdio.h>
+#include <string.h>
+
+//
+// Global parameters/defines.
+//
+// DOOM version
+enum { VERSION =  110 };
+
+
+// Game mode handling - identify IWAD version
+//  to handle IWAD dependend animations etc.
+typedef enum
+{
+  shareware,	// DOOM 1 shareware, E1, M9
+  registered,	// DOOM 1 registered, E3, M27
+  commercial,	// DOOM 2 retail, E1 M34
+  // DOOM 2 german edition not handled
+  retail,	// DOOM 1 retail, E4, M36
+  indetermined	// Well, no IWAD found.
+  
+} GameMode_t;
+
+
+// Mission packs - might be useful for TC stuff?
+typedef enum
+{
+  doom,		// DOOM 1
+  doom2,	// DOOM 2
+  pack_tnt,	// TNT mission pack
+  pack_plut,	// Plutonia pack
+  none
+
+} GameMission_t;
+
+
+// Identify language to use, software localization.
+typedef enum
+{
+  english,
+  french,
+  german,
+  unknown
+
+} Language_t;
+
+
+// If rangecheck is undefined,
+// most parameter validation debugging code will not be compiled
+#define RANGECHECK
+
+// Do or do not use external soundserver.
+// The sndserver binary to be run separately
+//  has been introduced by Dave Taylor.
+// The integrated sound support is experimental,
+//  and unfinished. Default is synchronous.
+// Experimental asynchronous timer based is
+//  handled by SNDINTR. 
+#define SNDSERV  1
+//#define SNDINTR  1
+
+
+// This one switches between MIT SHM (no proper mouse)
+// and XFree86 DGA (mickey sampling). The original
+// linuxdoom used SHM, which is default.
+//#define X11_DGA		1
+
+
+//
+// For resize of screen, at start of game.
+// It will not work dynamically, see visplanes.
+//
+#define	BASE_WIDTH		320
+
+// It is educational but futile to change this
+//  scaling e.g. to 2. Drawing of status bar,
+//  menues etc. is tied to the scale implied
+//  by the graphics.
+#define	SCREEN_MUL		1
+#define	INV_ASPECT_RATIO	0.625 // 0.75, ideally
+
+// Defines suck. C sucks.
+// C++ might sucks for OOP, but it sure is a better C.
+// So there.
+#define SCREENWIDTH  320
+//SCREEN_MUL*BASE_WIDTH //320
+#define SCREENHEIGHT 200
+//(int)(SCREEN_MUL*BASE_WIDTH*INV_ASPECT_RATIO) //200
+
+
+
+
+// The maximum number of players, multiplayer/networking.
+#define MAXPLAYERS		4
+
+// State updates, number of tics / second.
+#define TICRATE		35
+
+// The current state of the game: whether we are
+// playing, gazing at the intermission screen,
+// the game final animation, or a demo. 
+typedef enum
+{
+    GS_LEVEL,
+    GS_INTERMISSION,
+    GS_FINALE,
+    GS_DEMOSCREEN
+} gamestate_t;
+
+//
+// Difficulty/skill settings/filters.
+//
+
+// Skill flags.
+#define	MTF_EASY		1
+#define	MTF_NORMAL		2
+#define	MTF_HARD		4
+
+// Deaf monsters/do not react to sound.
+#define	MTF_AMBUSH		8
+
+typedef enum
+{
+    sk_baby,
+    sk_easy,
+    sk_medium,
+    sk_hard,
+    sk_nightmare
+} skill_t;
+
+
+
+
+//
+// Key cards.
+//
+typedef enum
+{
+    it_bluecard,
+    it_yellowcard,
+    it_redcard,
+    it_blueskull,
+    it_yellowskull,
+    it_redskull,
+    
+    NUMCARDS
+    
+} card_t;
+
+
+
+// The defined weapons,
+//  including a marker indicating
+//  user has not changed weapon.
+typedef enum
+{
+    wp_fist,
+    wp_pistol,
+    wp_shotgun,
+    wp_chaingun,
+    wp_missile,
+    wp_plasma,
+    wp_bfg,
+    wp_chainsaw,
+    wp_supershotgun,
+
+    NUMWEAPONS,
+    
+    // No pending weapon change.
+    wp_nochange
+
+} weapontype_t;
+
+
+// Ammunition types defined.
+typedef enum
+{
+    am_clip,	// Pistol / chaingun ammo.
+    am_shell,	// Shotgun / double barreled shotgun.
+    am_cell,	// Plasma rifle, BFG.
+    am_misl,	// Missile launcher.
+    NUMAMMO,
+    am_noammo	// Unlimited for chainsaw / fist.	
+
+} ammotype_t;
+
+
+// Power up artifacts.
+typedef enum
+{
+    pw_invulnerability,
+    pw_strength,
+    pw_invisibility,
+    pw_ironfeet,
+    pw_allmap,
+    pw_infrared,
+    NUMPOWERS
+    
+} powertype_t;
+
+
+
+//
+// Power up durations,
+//  how many seconds till expiration,
+//  assuming TICRATE is 35 ticks/second.
+//
+typedef enum
+{
+    INVULNTICS	= (30*TICRATE),
+    INVISTICS	= (60*TICRATE),
+    INFRATICS	= (120*TICRATE),
+    IRONTICS	= (60*TICRATE)
+    
+} powerduration_t;
+
+
+
+
+//
+// DOOM keyboard definition.
+// This is the stuff configured by Setup.Exe.
+// Most key data are simple ascii (uppercased).
+//
+#define KEY_RIGHTARROW	0xae
+#define KEY_LEFTARROW	0xac
+#define KEY_UPARROW	0xad
+#define KEY_DOWNARROW	0xaf
+#define KEY_ESCAPE	27
+#define KEY_ENTER	13
+#define KEY_TAB		9
+#define KEY_F1		(0x80+0x3b)
+#define KEY_F2		(0x80+0x3c)
+#define KEY_F3		(0x80+0x3d)
+#define KEY_F4		(0x80+0x3e)
+#define KEY_F5		(0x80+0x3f)
+#define KEY_F6		(0x80+0x40)
+#define KEY_F7		(0x80+0x41)
+#define KEY_F8		(0x80+0x42)
+#define KEY_F9		(0x80+0x43)
+#define KEY_F10		(0x80+0x44)
+#define KEY_F11		(0x80+0x57)
+#define KEY_F12		(0x80+0x58)
+
+#define KEY_BACKSPACE	127
+#define KEY_PAUSE	0xff
+
+#define KEY_EQUALS	0x3d
+#define KEY_MINUS	0x2d
+
+#define KEY_RSHIFT	(0x80+0x36)
+#define KEY_RCTRL	(0x80+0x1d)
+#define KEY_RALT	(0x80+0x38)
+
+#define KEY_LALT	KEY_RALT
+
+
+
+// DOOM basic types (boolean),
+//  and max/min values.
+//#include "doomtype.h"
+
+// Fixed point.
+//#include "m_fixed.h"
+
+// Endianess handling.
+//#include "m_swap.h"
+
+
+// Binary Angles, sine/cosine/atan lookups.
+//#include "tables.h"
+
+// Event type.
+//#include "d_event.h"
+
+// Game function, skills.
+//#include "g_game.h"
+
+// All external data is defined here.
+//#include "doomdata.h"
+
+// All important printed strings.
+// Language selection (message strings).
+//#include "dstrings.h"
+
+// Player is a special actor.
+//struct player_s;
+
+
+//#include "d_items.h"
+//#include "d_player.h"
+//#include "p_mobj.h"
+//#include "d_net.h"
+
+// PLAY
+//#include "p_tick.h"
+
+
+
+
+// Header, generated by sound utility.
+// The utility was written by Dave Taylor.
+//#include "sounds.h"
+
+
+
+
+#endif          // __DOOMDEF__
+//-----------------------------------------------------------------------------
+//
+// $Log$
+// Revision 1.1  2005/07/23 16:19:43  fraggle
+// Initial revision
+//
+//
+//-----------------------------------------------------------------------------
--- /dev/null
+++ b/src/doomstat.c
@@ -1,0 +1,49 @@
+// Emacs style mode select   -*- C++ -*- 
+//-----------------------------------------------------------------------------
+//
+// $Id: doomstat.c 4 2005-07-23 16:19:41Z fraggle $
+//
+// Copyright (C) 1993-1996 by id Software, Inc.
+//
+// This source is available for distribution and/or modification
+// only under the terms of the DOOM Source Code License as
+// published by id Software. All rights reserved.
+//
+// The source is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
+// for more details.
+//
+// $Log$
+// Revision 1.1  2005/07/23 16:20:07  fraggle
+// Initial revision
+//
+//
+// DESCRIPTION:
+//	Put all global tate variables here.
+//
+//-----------------------------------------------------------------------------
+
+static const char
+rcsid[] = "$Id: doomstat.c 4 2005-07-23 16:19:41Z fraggle $";
+
+
+#ifdef __GNUG__
+#pragma implementation "doomstat.h"
+#endif
+#include "doomstat.h"
+
+
+// Game Mode - identify IWAD as shareware, retail etc.
+GameMode_t gamemode = indetermined;
+GameMission_t	gamemission = doom;
+
+// Language.
+Language_t   language = english;
+
+// Set if homebrew PWAD stuff has been added.
+boolean	modifiedgame;
+
+
+
+
--- /dev/null
+++ b/src/doomstat.h
@@ -1,0 +1,299 @@
+// Emacs style mode select   -*- C++ -*- 
+//-----------------------------------------------------------------------------
+//
+// $Id: doomstat.h 4 2005-07-23 16:19:41Z fraggle $
+//
+// Copyright (C) 1993-1996 by id Software, Inc.
+//
+// This source is available for distribution and/or modification
+// only under the terms of the DOOM Source Code License as
+// published by id Software. All rights reserved.
+//
+// The source is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
+// for more details.
+//
+// DESCRIPTION:
+//   All the global variables that store the internal state.
+//   Theoretically speaking, the internal state of the engine
+//    should be found by looking at the variables collected
+//    here, and every relevant module will have to include
+//    this header file.
+//   In practice, things are a bit messy.
+//
+//-----------------------------------------------------------------------------
+
+
+#ifndef __D_STATE__
+#define __D_STATE__
+
+// We need globally shared data structures,
+//  for defining the global state variables.
+#include "doomdata.h"
+#include "d_net.h"
+
+// We need the playr data structure as well.
+#include "d_player.h"
+
+
+#ifdef __GNUG__
+#pragma interface
+#endif
+
+
+
+// ------------------------
+// Command line parameters.
+//
+extern  boolean	nomonsters;	// checkparm of -nomonsters
+extern  boolean	respawnparm;	// checkparm of -respawn
+extern  boolean	fastparm;	// checkparm of -fast
+
+extern  boolean	devparm;	// DEBUG: launched with -devparm
+
+
+
+// -----------------------------------------------------
+// Game Mode - identify IWAD as shareware, retail etc.
+//
+extern GameMode_t	gamemode;
+extern GameMission_t	gamemission;
+
+// Set if homebrew PWAD stuff has been added.
+extern  boolean	modifiedgame;
+
+
+// -------------------------------------------
+// Language.
+extern  Language_t   language;
+
+
+// -------------------------------------------
+// Selected skill type, map etc.
+//
+
+// Defaults for menu, methinks.
+extern  skill_t		startskill;
+extern  int             startepisode;
+extern	int		startmap;
+
+extern  boolean		autostart;
+
+// Selected by user. 
+extern  skill_t         gameskill;
+extern  int		gameepisode;
+extern  int		gamemap;
+
+// Nightmare mode flag, single player.
+extern  boolean         respawnmonsters;
+
+// Netgame? Only true if >1 player.
+extern  boolean	netgame;
+
+// Flag: true only if started as net deathmatch.
+// An enum might handle altdeath/cooperative better.
+extern  boolean	deathmatch;	
+	
+// -------------------------
+// Internal parameters for sound rendering.
+// These have been taken from the DOS version,
+//  but are not (yet) supported with Linux
+//  (e.g. no sound volume adjustment with menu.
+
+// These are not used, but should be (menu).
+// From m_menu.c:
+//  Sound FX volume has default, 0 - 15
+//  Music volume has default, 0 - 15
+// These are multiplied by 8.
+extern int snd_SfxVolume;      // maximum volume for sound
+extern int snd_MusicVolume;    // maximum volume for music
+
+// Current music/sfx card - index useless
+//  w/o a reference LUT in a sound module.
+// Ideally, this would use indices found
+//  in: /usr/include/linux/soundcard.h
+extern int snd_MusicDevice;
+extern int snd_SfxDevice;
+// Config file? Same disclaimer as above.
+extern int snd_DesiredMusicDevice;
+extern int snd_DesiredSfxDevice;
+
+
+// -------------------------
+// Status flags for refresh.
+//
+
+// Depending on view size - no status bar?
+// Note that there is no way to disable the
+//  status bar explicitely.
+extern  boolean statusbaractive;
+
+extern  boolean automapactive;	// In AutoMap mode?
+extern  boolean	menuactive;	// Menu overlayed?
+extern  boolean	paused;		// Game Pause?
+
+
+extern  boolean		viewactive;
+
+extern  boolean		nodrawers;
+extern  boolean		noblit;
+
+extern	int		viewwindowx;
+extern	int		viewwindowy;
+extern	int		viewheight;
+extern	int		viewwidth;
+extern	int		scaledviewwidth;
+
+
+
+
+
+
+// This one is related to the 3-screen display mode.
+// ANG90 = left side, ANG270 = right
+extern  int	viewangleoffset;
+
+// Player taking events, and displaying.
+extern  int	consoleplayer;	
+extern  int	displayplayer;
+
+
+// -------------------------------------
+// Scores, rating.
+// Statistics on a given map, for intermission.
+//
+extern  int	totalkills;
+extern	int	totalitems;
+extern	int	totalsecret;
+
+// Timer, for scores.
+extern  int	levelstarttic;	// gametic at level start
+extern  int	leveltime;	// tics in game play for par
+
+
+
+// --------------------------------------
+// DEMO playback/recording related stuff.
+// No demo, there is a human player in charge?
+// Disable save/end game?
+extern  boolean	usergame;
+
+//?
+extern  boolean	demoplayback;
+extern  boolean	demorecording;
+
+// Quit after playing a demo from cmdline.
+extern  boolean		singledemo;	
+
+
+
+
+//?
+extern  gamestate_t     gamestate;
+
+
+
+
+
+
+//-----------------------------
+// Internal parameters, fixed.
+// These are set by the engine, and not changed
+//  according to user inputs. Partly load from
+//  WAD, partly set at startup time.
+
+
+
+extern	int		gametic;
+
+
+// Bookkeeping on players - state.
+extern	player_t	players[MAXPLAYERS];
+
+// Alive? Disconnected?
+extern  boolean		playeringame[MAXPLAYERS];
+
+
+// Player spawn spots for deathmatch.
+#define MAX_DM_STARTS   10
+extern  mapthing_t      deathmatchstarts[MAX_DM_STARTS];
+extern  mapthing_t*	deathmatch_p;
+
+// Player spawn spots.
+extern  mapthing_t      playerstarts[MAXPLAYERS];
+
+// Intermission stats.
+// Parameters for world map / intermission.
+extern  wbstartstruct_t		wminfo;	
+
+
+// LUT of ammunition limits for each kind.
+// This doubles with BackPack powerup item.
+extern  int		maxammo[NUMAMMO];
+
+
+
+
+
+//-----------------------------------------
+// Internal parameters, used for engine.
+//
+
+// File handling stuff.
+extern	char		basedefault[1024];
+extern  FILE*		debugfile;
+
+// if true, load all graphics at level load
+extern  boolean         precache;
+
+
+// wipegamestate can be set to -1
+//  to force a wipe on the next draw
+extern  gamestate_t     wipegamestate;
+
+extern  int             mouseSensitivity;
+//?
+// debug flag to cancel adaptiveness
+extern  boolean         singletics;	
+
+extern  int             bodyqueslot;
+
+
+
+// Needed to store the number of the dummy sky flat.
+// Used for rendering,
+//  as well as tracking projectiles etc.
+extern int		skyflatnum;
+
+
+
+// Netgame stuff (buffers and pointers, i.e. indices).
+
+// This is ???
+extern  doomcom_t*	doomcom;
+
+// This points inside doomcom.
+extern  doomdata_t*	netbuffer;	
+
+
+extern  ticcmd_t	localcmds[BACKUPTICS];
+extern	int		rndindex;
+
+extern	int		maketic;
+extern  int             nettics[MAXNETNODES];
+
+extern  ticcmd_t        netcmds[MAXPLAYERS][BACKUPTICS];
+extern	int		ticdup;
+
+
+
+#endif
+//-----------------------------------------------------------------------------
+//
+// $Log$
+// Revision 1.1  2005/07/23 16:20:09  fraggle
+// Initial revision
+//
+//
+//-----------------------------------------------------------------------------
--- /dev/null
+++ b/src/doomtype.h
@@ -1,0 +1,69 @@
+// Emacs style mode select   -*- C++ -*- 
+//-----------------------------------------------------------------------------
+//
+// $Id: doomtype.h 4 2005-07-23 16:19:41Z fraggle $
+//
+// Copyright (C) 1993-1996 by id Software, Inc.
+//
+// This source is available for distribution and/or modification
+// only under the terms of the DOOM Source Code License as
+// published by id Software. All rights reserved.
+//
+// The source is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
+// for more details.
+//
+// DESCRIPTION:
+//	Simple basic typedefs, isolated here to make it easier
+//	 separating modules.
+//    
+//-----------------------------------------------------------------------------
+
+
+#ifndef __DOOMTYPE__
+#define __DOOMTYPE__
+
+
+#ifndef __BYTEBOOL__
+#define __BYTEBOOL__
+// Fixed to use builtin bool type with C++.
+#ifdef __cplusplus
+typedef bool boolean;
+#else
+typedef enum {false, true} boolean;
+#endif
+typedef unsigned char byte;
+#endif
+
+
+// Predefined with some OS.
+#ifdef LINUX
+#include <values.h>
+#else
+#define MAXCHAR		((char)0x7f)
+#define MAXSHORT	((short)0x7fff)
+
+// Max pos 32-bit int.
+#define MAXINT		((int)0x7fffffff)	
+#define MAXLONG		((long)0x7fffffff)
+#define MINCHAR		((char)0x80)
+#define MINSHORT	((short)0x8000)
+
+// Max negative 32-bit integer.
+#define MININT		((int)0x80000000)	
+#define MINLONG		((long)0x80000000)
+#endif
+
+
+
+
+#endif
+//-----------------------------------------------------------------------------
+//
+// $Log$
+// Revision 1.1  2005/07/23 16:20:13  fraggle
+// Initial revision
+//
+//
+//-----------------------------------------------------------------------------
--- /dev/null
+++ b/src/dstrings.c
@@ -1,0 +1,75 @@
+// Emacs style mode select   -*- C++ -*- 
+//-----------------------------------------------------------------------------
+//
+// $Id: dstrings.c 4 2005-07-23 16:19:41Z fraggle $
+//
+// Copyright (C) 1993-1996 by id Software, Inc.
+//
+// This source is available for distribution and/or modification
+// only under the terms of the DOOM Source Code License as
+// published by id Software. All rights reserved.
+//
+// The source is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
+// for more details.
+//
+// $Log$
+// Revision 1.1  2005/07/23 16:20:13  fraggle
+// Initial revision
+//
+//
+// DESCRIPTION:
+//	Globally defined strings.
+// 
+//-----------------------------------------------------------------------------
+
+static const char
+rcsid[] = "$Id: dstrings.c 4 2005-07-23 16:19:41Z fraggle $";
+
+
+#ifdef __GNUG__
+#pragma implementation "dstrings.h"
+#endif
+#include "dstrings.h"
+
+
+
+char* endmsg[NUM_QUITMESSAGES+1]=
+{
+  // DOOM1
+  QUITMSG,
+  "please don't leave, there's more\ndemons to toast!",
+  "let's beat it -- this is turning\ninto a bloodbath!",
+  "i wouldn't leave if i were you.\ndos is much worse.",
+  "you're trying to say you like dos\nbetter than me, right?",
+  "don't leave yet -- there's a\ndemon around that corner!",
+  "ya know, next time you come in here\ni'm gonna toast ya.",
+  "go ahead and leave. see if i care."
+
+  // QuitDOOM II messages
+  "you want to quit?\nthen, thou hast lost an eighth!",
+  "don't go now, there's a \ndimensional shambler waiting\nat the dos prompt!",
+  "get outta here and go back\nto your boring programs.",
+  "if i were your boss, i'd \n deathmatch ya in a minute!",
+  "look, bud. you leave now\nand you forfeit your body count!",
+  "just leave. when you come\nback, i'll be waiting with a bat.",
+  "you're lucky i don't smack\nyou for thinking about leaving."
+
+  // FinalDOOM?
+  "fuck you, pussy!\nget the fuck out!",
+  "you quit and i'll jizz\nin your cystholes!",
+  "if you leave, i'll make\nthe lord drink my jizz.",
+  "hey, ron! can we say\n'fuck' in the game?",
+  "i'd leave: this is just\nmore monsters and levels.\nwhat a load.",
+  "suck it down, asshole!\nyou're a fucking wimp!",
+  "don't quit now! we're \nstill spending your money!",
+
+  // Internal debug. Different style, too.
+  "THIS IS NO MESSAGE!\nPage intentionally left blank."
+};
+
+
+  
+
+
--- /dev/null
+++ b/src/dstrings.h
@@ -1,0 +1,72 @@
+// Emacs style mode select   -*- C++ -*- 
+//-----------------------------------------------------------------------------
+//
+// $Id: dstrings.h 4 2005-07-23 16:19:41Z fraggle $
+//
+// Copyright (C) 1993-1996 by id Software, Inc.
+//
+// This source is available for distribution and/or modification
+// only under the terms of the DOOM Source Code License as
+// published by id Software. All rights reserved.
+//
+// The source is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
+// for more details.
+//
+//
+// $Log$
+// Revision 1.1  2005/07/23 16:20:13  fraggle
+// Initial revision
+//
+//
+// DESCRIPTION:
+//	DOOM strings, by language.
+//
+//-----------------------------------------------------------------------------
+
+
+#ifndef __DSTRINGS__
+#define __DSTRINGS__
+
+
+// All important printed strings.
+// Language selection (message strings).
+// Use -DFRENCH etc.
+
+#ifdef FRENCH
+#include "d_french.h"
+#else
+#include "d_englsh.h"
+#endif
+
+// Misc. other strings.
+#define SAVEGAMENAME	"doomsav"
+
+
+//
+// File locations,
+//  relative to current position.
+// Path names are OS-sensitive.
+//
+#define DEVMAPS "devmaps"
+#define DEVDATA "devdata"
+
+
+// Not done in french?
+
+// QuitDOOM messages
+#define NUM_QUITMESSAGES   22
+
+extern char* endmsg[];
+
+
+#endif
+//-----------------------------------------------------------------------------
+//
+// $Log$
+// Revision 1.1  2005/07/23 16:20:13  fraggle
+// Initial revision
+//
+//
+//-----------------------------------------------------------------------------
--- /dev/null
+++ b/src/f_finale.c
@@ -1,0 +1,741 @@
+// Emacs style mode select   -*- C++ -*- 
+//-----------------------------------------------------------------------------
+//
+// $Id: f_finale.c 4 2005-07-23 16:19:41Z fraggle $
+//
+// Copyright (C) 1993-1996 by id Software, Inc.
+//
+// This source is available for distribution and/or modification
+// only under the terms of the DOOM Source Code License as
+// published by id Software. All rights reserved.
+//
+// The source is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
+// for more details.
+//
+// $Log$
+// Revision 1.1  2005/07/23 16:20:31  fraggle
+// Initial revision
+//
+//
+// DESCRIPTION:
+//	Game completion, final screen animation.
+//
+//-----------------------------------------------------------------------------
+
+
+static const char
+rcsid[] = "$Id: f_finale.c 4 2005-07-23 16:19:41Z fraggle $";
+
+#include <ctype.h>
+
+// Functions.
+#include "i_system.h"
+#include "m_swap.h"
+#include "z_zone.h"
+#include "v_video.h"
+#include "w_wad.h"
+#include "s_sound.h"
+
+// Data.
+#include "dstrings.h"
+#include "sounds.h"
+
+#include "doomstat.h"
+#include "r_state.h"
+
+// ?
+//#include "doomstat.h"
+//#include "r_local.h"
+//#include "f_finale.h"
+
+// Stage of animation:
+//  0 = text, 1 = art screen, 2 = character cast
+int		finalestage;
+
+int		finalecount;
+
+#define	TEXTSPEED	3
+#define	TEXTWAIT	250
+
+char*	e1text = E1TEXT;
+char*	e2text = E2TEXT;
+char*	e3text = E3TEXT;
+char*	e4text = E4TEXT;
+
+char*	c1text = C1TEXT;
+char*	c2text = C2TEXT;
+char*	c3text = C3TEXT;
+char*	c4text = C4TEXT;
+char*	c5text = C5TEXT;
+char*	c6text = C6TEXT;
+
+char*	p1text = P1TEXT;
+char*	p2text = P2TEXT;
+char*	p3text = P3TEXT;
+char*	p4text = P4TEXT;
+char*	p5text = P5TEXT;
+char*	p6text = P6TEXT;
+
+char*	t1text = T1TEXT;
+char*	t2text = T2TEXT;
+char*	t3text = T3TEXT;
+char*	t4text = T4TEXT;
+char*	t5text = T5TEXT;
+char*	t6text = T6TEXT;
+
+char*	finaletext;
+char*	finaleflat;
+
+void	F_StartCast (void);
+void	F_CastTicker (void);
+boolean F_CastResponder (event_t *ev);
+void	F_CastDrawer (void);
+
+//
+// F_StartFinale
+//
+void F_StartFinale (void)
+{
+    gameaction = ga_nothing;
+    gamestate = GS_FINALE;
+    viewactive = false;
+    automapactive = false;
+
+    // Okay - IWAD dependend stuff.
+    // This has been changed severly, and
+    //  some stuff might have changed in the process.
+    switch ( gamemode )
+    {
+
+      // DOOM 1 - E1, E3 or E4, but each nine missions
+      case shareware:
+      case registered:
+      case retail:
+      {
+	S_ChangeMusic(mus_victor, true);
+	
+	switch (gameepisode)
+	{
+	  case 1:
+	    finaleflat = "FLOOR4_8";
+	    finaletext = e1text;
+	    break;
+	  case 2:
+	    finaleflat = "SFLR6_1";
+	    finaletext = e2text;
+	    break;
+	  case 3:
+	    finaleflat = "MFLR8_4";
+	    finaletext = e3text;
+	    break;
+	  case 4:
+	    finaleflat = "MFLR8_3";
+	    finaletext = e4text;
+	    break;
+	  default:
+	    // Ouch.
+	    break;
+	}
+	break;
+      }
+      
+      // DOOM II and missions packs with E1, M34
+      case commercial:
+      {
+	  S_ChangeMusic(mus_read_m, true);
+
+	  switch (gamemap)
+	  {
+	    case 6:
+	      finaleflat = "SLIME16";
+	      finaletext = c1text;
+	      break;
+	    case 11:
+	      finaleflat = "RROCK14";
+	      finaletext = c2text;
+	      break;
+	    case 20:
+	      finaleflat = "RROCK07";
+	      finaletext = c3text;
+	      break;
+	    case 30:
+	      finaleflat = "RROCK17";
+	      finaletext = c4text;
+	      break;
+	    case 15:
+	      finaleflat = "RROCK13";
+	      finaletext = c5text;
+	      break;
+	    case 31:
+	      finaleflat = "RROCK19";
+	      finaletext = c6text;
+	      break;
+	    default:
+	      // Ouch.
+	      break;
+	  }
+	  break;
+      }	
+
+   
+      // Indeterminate.
+      default:
+	S_ChangeMusic(mus_read_m, true);
+	finaleflat = "F_SKY1"; // Not used anywhere else.
+	finaletext = c1text;  // FIXME - other text, music?
+	break;
+    }
+    
+    finalestage = 0;
+    finalecount = 0;
+	
+}
+
+
+
+boolean F_Responder (event_t *event)
+{
+    if (finalestage == 2)
+	return F_CastResponder (event);
+	
+    return false;
+}
+
+
+//
+// F_Ticker
+//
+void F_Ticker (void)
+{
+    int		i;
+    
+    // check for skipping
+    if ( (gamemode == commercial)
+      && ( finalecount > 50) )
+    {
+      // go on to the next level
+      for (i=0 ; i<MAXPLAYERS ; i++)
+	if (players[i].cmd.buttons)
+	  break;
+				
+      if (i < MAXPLAYERS)
+      {	
+	if (gamemap == 30)
+	  F_StartCast ();
+	else
+	  gameaction = ga_worlddone;
+      }
+    }
+    
+    // advance animation
+    finalecount++;
+	
+    if (finalestage == 2)
+    {
+	F_CastTicker ();
+	return;
+    }
+	
+    if ( gamemode == commercial)
+	return;
+		
+    if (!finalestage && finalecount>strlen (finaletext)*TEXTSPEED + TEXTWAIT)
+    {
+	finalecount = 0;
+	finalestage = 1;
+	wipegamestate = -1;		// force a wipe
+	if (gameepisode == 3)
+	    S_StartMusic (mus_bunny);
+    }
+}
+
+
+
+//
+// F_TextWrite
+//
+
+#include "hu_stuff.h"
+extern	patch_t *hu_font[HU_FONTSIZE];
+
+
+void F_TextWrite (void)
+{
+    byte*	src;
+    byte*	dest;
+    
+    int		x,y,w;
+    int		count;
+    char*	ch;
+    int		c;
+    int		cx;
+    int		cy;
+    
+    // erase the entire screen to a tiled background
+    src = W_CacheLumpName ( finaleflat , PU_CACHE);
+    dest = screens[0];
+	
+    for (y=0 ; y<SCREENHEIGHT ; y++)
+    {
+	for (x=0 ; x<SCREENWIDTH/64 ; x++)
+	{
+	    memcpy (dest, src+((y&63)<<6), 64);
+	    dest += 64;
+	}
+	if (SCREENWIDTH&63)
+	{
+	    memcpy (dest, src+((y&63)<<6), SCREENWIDTH&63);
+	    dest += (SCREENWIDTH&63);
+	}
+    }
+
+    V_MarkRect (0, 0, SCREENWIDTH, SCREENHEIGHT);
+    
+    // draw some of the text onto the screen
+    cx = 10;
+    cy = 10;
+    ch = finaletext;
+	
+    count = (finalecount - 10)/TEXTSPEED;
+    if (count < 0)
+	count = 0;
+    for ( ; count ; count-- )
+    {
+	c = *ch++;
+	if (!c)
+	    break;
+	if (c == '\n')
+	{
+	    cx = 10;
+	    cy += 11;
+	    continue;
+	}
+		
+	c = toupper(c) - HU_FONTSTART;
+	if (c < 0 || c> HU_FONTSIZE)
+	{
+	    cx += 4;
+	    continue;
+	}
+		
+	w = SHORT (hu_font[c]->width);
+	if (cx+w > SCREENWIDTH)
+	    break;
+	V_DrawPatch(cx, cy, 0, hu_font[c]);
+	cx+=w;
+    }
+	
+}
+
+//
+// Final DOOM 2 animation
+// Casting by id Software.
+//   in order of appearance
+//
+typedef struct
+{
+    char		*name;
+    mobjtype_t	type;
+} castinfo_t;
+
+castinfo_t	castorder[] = {
+    {CC_ZOMBIE, MT_POSSESSED},
+    {CC_SHOTGUN, MT_SHOTGUY},
+    {CC_HEAVY, MT_CHAINGUY},
+    {CC_IMP, MT_TROOP},
+    {CC_DEMON, MT_SERGEANT},
+    {CC_LOST, MT_SKULL},
+    {CC_CACO, MT_HEAD},
+    {CC_HELL, MT_KNIGHT},
+    {CC_BARON, MT_BRUISER},
+    {CC_ARACH, MT_BABY},
+    {CC_PAIN, MT_PAIN},
+    {CC_REVEN, MT_UNDEAD},
+    {CC_MANCU, MT_FATSO},
+    {CC_ARCH, MT_VILE},
+    {CC_SPIDER, MT_SPIDER},
+    {CC_CYBER, MT_CYBORG},
+    {CC_HERO, MT_PLAYER},
+
+    {NULL,0}
+};
+
+int		castnum;
+int		casttics;
+state_t*	caststate;
+boolean		castdeath;
+int		castframes;
+int		castonmelee;
+boolean		castattacking;
+
+
+//
+// F_StartCast
+//
+extern	gamestate_t     wipegamestate;
+
+
+void F_StartCast (void)
+{
+    wipegamestate = -1;		// force a screen wipe
+    castnum = 0;
+    caststate = &states[mobjinfo[castorder[castnum].type].seestate];
+    casttics = caststate->tics;
+    castdeath = false;
+    finalestage = 2;	
+    castframes = 0;
+    castonmelee = 0;
+    castattacking = false;
+    S_ChangeMusic(mus_evil, true);
+}
+
+
+//
+// F_CastTicker
+//
+void F_CastTicker (void)
+{
+    int		st;
+    int		sfx;
+	
+    if (--casttics > 0)
+	return;			// not time to change state yet
+		
+    if (caststate->tics == -1 || caststate->nextstate == S_NULL)
+    {
+	// switch from deathstate to next monster
+	castnum++;
+	castdeath = false;
+	if (castorder[castnum].name == NULL)
+	    castnum = 0;
+	if (mobjinfo[castorder[castnum].type].seesound)
+	    S_StartSound (NULL, mobjinfo[castorder[castnum].type].seesound);
+	caststate = &states[mobjinfo[castorder[castnum].type].seestate];
+	castframes = 0;
+    }
+    else
+    {
+	// just advance to next state in animation
+	if (caststate == &states[S_PLAY_ATK1])
+	    goto stopattack;	// Oh, gross hack!
+	st = caststate->nextstate;
+	caststate = &states[st];
+	castframes++;
+	
+	// sound hacks....
+	switch (st)
+	{
+	  case S_PLAY_ATK1:	sfx = sfx_dshtgn; break;
+	  case S_POSS_ATK2:	sfx = sfx_pistol; break;
+	  case S_SPOS_ATK2:	sfx = sfx_shotgn; break;
+	  case S_VILE_ATK2:	sfx = sfx_vilatk; break;
+	  case S_SKEL_FIST2:	sfx = sfx_skeswg; break;
+	  case S_SKEL_FIST4:	sfx = sfx_skepch; break;
+	  case S_SKEL_MISS2:	sfx = sfx_skeatk; break;
+	  case S_FATT_ATK8:
+	  case S_FATT_ATK5:
+	  case S_FATT_ATK2:	sfx = sfx_firsht; break;
+	  case S_CPOS_ATK2:
+	  case S_CPOS_ATK3:
+	  case S_CPOS_ATK4:	sfx = sfx_shotgn; break;
+	  case S_TROO_ATK3:	sfx = sfx_claw; break;
+	  case S_SARG_ATK2:	sfx = sfx_sgtatk; break;
+	  case S_BOSS_ATK2:
+	  case S_BOS2_ATK2:
+	  case S_HEAD_ATK2:	sfx = sfx_firsht; break;
+	  case S_SKULL_ATK2:	sfx = sfx_sklatk; break;
+	  case S_SPID_ATK2:
+	  case S_SPID_ATK3:	sfx = sfx_shotgn; break;
+	  case S_BSPI_ATK2:	sfx = sfx_plasma; break;
+	  case S_CYBER_ATK2:
+	  case S_CYBER_ATK4:
+	  case S_CYBER_ATK6:	sfx = sfx_rlaunc; break;
+	  case S_PAIN_ATK3:	sfx = sfx_sklatk; break;
+	  default: sfx = 0; break;
+	}
+		
+	if (sfx)
+	    S_StartSound (NULL, sfx);
+    }
+	
+    if (castframes == 12)
+    {
+	// go into attack frame
+	castattacking = true;
+	if (castonmelee)
+	    caststate=&states[mobjinfo[castorder[castnum].type].meleestate];
+	else
+	    caststate=&states[mobjinfo[castorder[castnum].type].missilestate];
+	castonmelee ^= 1;
+	if (caststate == &states[S_NULL])
+	{
+	    if (castonmelee)
+		caststate=
+		    &states[mobjinfo[castorder[castnum].type].meleestate];
+	    else
+		caststate=
+		    &states[mobjinfo[castorder[castnum].type].missilestate];
+	}
+    }
+	
+    if (castattacking)
+    {
+	if (castframes == 24
+	    ||	caststate == &states[mobjinfo[castorder[castnum].type].seestate] )
+	{
+	  stopattack:
+	    castattacking = false;
+	    castframes = 0;
+	    caststate = &states[mobjinfo[castorder[castnum].type].seestate];
+	}
+    }
+	
+    casttics = caststate->tics;
+    if (casttics == -1)
+	casttics = 15;
+}
+
+
+//
+// F_CastResponder
+//
+
+boolean F_CastResponder (event_t* ev)
+{
+    if (ev->type != ev_keydown)
+	return false;
+		
+    if (castdeath)
+	return true;			// already in dying frames
+		
+    // go into death frame
+    castdeath = true;
+    caststate = &states[mobjinfo[castorder[castnum].type].deathstate];
+    casttics = caststate->tics;
+    castframes = 0;
+    castattacking = false;
+    if (mobjinfo[castorder[castnum].type].deathsound)
+	S_StartSound (NULL, mobjinfo[castorder[castnum].type].deathsound);
+	
+    return true;
+}
+
+
+void F_CastPrint (char* text)
+{
+    char*	ch;
+    int		c;
+    int		cx;
+    int		w;
+    int		width;
+    
+    // find width
+    ch = text;
+    width = 0;
+	
+    while (ch)
+    {
+	c = *ch++;
+	if (!c)
+	    break;
+	c = toupper(c) - HU_FONTSTART;
+	if (c < 0 || c> HU_FONTSIZE)
+	{
+	    width += 4;
+	    continue;
+	}
+		
+	w = SHORT (hu_font[c]->width);
+	width += w;
+    }
+    
+    // draw it
+    cx = 160-width/2;
+    ch = text;
+    while (ch)
+    {
+	c = *ch++;
+	if (!c)
+	    break;
+	c = toupper(c) - HU_FONTSTART;
+	if (c < 0 || c> HU_FONTSIZE)
+	{
+	    cx += 4;
+	    continue;
+	}
+		
+	w = SHORT (hu_font[c]->width);
+	V_DrawPatch(cx, 180, 0, hu_font[c]);
+	cx+=w;
+    }
+	
+}
+
+
+//
+// F_CastDrawer
+//
+void V_DrawPatchFlipped (int x, int y, int scrn, patch_t *patch);
+
+void F_CastDrawer (void)
+{
+    spritedef_t*	sprdef;
+    spriteframe_t*	sprframe;
+    int			lump;
+    boolean		flip;
+    patch_t*		patch;
+    
+    // erase the entire screen to a background
+    V_DrawPatch (0,0,0, W_CacheLumpName ("BOSSBACK", PU_CACHE));
+
+    F_CastPrint (castorder[castnum].name);
+    
+    // draw the current frame in the middle of the screen
+    sprdef = &sprites[caststate->sprite];
+    sprframe = &sprdef->spriteframes[ caststate->frame & FF_FRAMEMASK];
+    lump = sprframe->lump[0];
+    flip = (boolean)sprframe->flip[0];
+			
+    patch = W_CacheLumpNum (lump+firstspritelump, PU_CACHE);
+    if (flip)
+	V_DrawPatchFlipped (160,170,0,patch);
+    else
+	V_DrawPatch (160,170,0,patch);
+}
+
+
+//
+// F_DrawPatchCol
+//
+void
+F_DrawPatchCol
+( int		x,
+  patch_t*	patch,
+  int		col )
+{
+    column_t*	column;
+    byte*	source;
+    byte*	dest;
+    byte*	desttop;
+    int		count;
+	
+    column = (column_t *)((byte *)patch + LONG(patch->columnofs[col]));
+    desttop = screens[0]+x;
+
+    // step through the posts in a column
+    while (column->topdelta != 0xff )
+    {
+	source = (byte *)column + 3;
+	dest = desttop + column->topdelta*SCREENWIDTH;
+	count = column->length;
+		
+	while (count--)
+	{
+	    *dest = *source++;
+	    dest += SCREENWIDTH;
+	}
+	column = (column_t *)(  (byte *)column + column->length + 4 );
+    }
+}
+
+
+//
+// F_BunnyScroll
+//
+void F_BunnyScroll (void)
+{
+    int		scrolled;
+    int		x;
+    patch_t*	p1;
+    patch_t*	p2;
+    char	name[10];
+    int		stage;
+    static int	laststage;
+		
+    p1 = W_CacheLumpName ("PFUB2", PU_LEVEL);
+    p2 = W_CacheLumpName ("PFUB1", PU_LEVEL);
+
+    V_MarkRect (0, 0, SCREENWIDTH, SCREENHEIGHT);
+	
+    scrolled = 320 - (finalecount-230)/2;
+    if (scrolled > 320)
+	scrolled = 320;
+    if (scrolled < 0)
+	scrolled = 0;
+		
+    for ( x=0 ; x<SCREENWIDTH ; x++)
+    {
+	if (x+scrolled < 320)
+	    F_DrawPatchCol (x, p1, x+scrolled);
+	else
+	    F_DrawPatchCol (x, p2, x+scrolled - 320);		
+    }
+	
+    if (finalecount < 1130)
+	return;
+    if (finalecount < 1180)
+    {
+	V_DrawPatch ((SCREENWIDTH-13*8)/2,
+		     (SCREENHEIGHT-8*8)/2,0, W_CacheLumpName ("END0",PU_CACHE));
+	laststage = 0;
+	return;
+    }
+	
+    stage = (finalecount-1180) / 5;
+    if (stage > 6)
+	stage = 6;
+    if (stage > laststage)
+    {
+	S_StartSound (NULL, sfx_pistol);
+	laststage = stage;
+    }
+	
+    sprintf (name,"END%i",stage);
+    V_DrawPatch ((SCREENWIDTH-13*8)/2, (SCREENHEIGHT-8*8)/2,0, W_CacheLumpName (name,PU_CACHE));
+}
+
+
+//
+// F_Drawer
+//
+void F_Drawer (void)
+{
+    if (finalestage == 2)
+    {
+	F_CastDrawer ();
+	return;
+    }
+
+    if (!finalestage)
+	F_TextWrite ();
+    else
+    {
+	switch (gameepisode)
+	{
+	  case 1:
+	    if ( gamemode == retail )
+	      V_DrawPatch (0,0,0,
+			 W_CacheLumpName("CREDIT",PU_CACHE));
+	    else
+	      V_DrawPatch (0,0,0,
+			 W_CacheLumpName("HELP2",PU_CACHE));
+	    break;
+	  case 2:
+	    V_DrawPatch(0,0,0,
+			W_CacheLumpName("VICTORY2",PU_CACHE));
+	    break;
+	  case 3:
+	    F_BunnyScroll ();
+	    break;
+	  case 4:
+	    V_DrawPatch (0,0,0,
+			 W_CacheLumpName("ENDPIC",PU_CACHE));
+	    break;
+	}
+    }
+			
+}
+
+
--- /dev/null
+++ b/src/f_finale.h
@@ -1,0 +1,56 @@
+// Emacs style mode select   -*- C++ -*- 
+//-----------------------------------------------------------------------------
+//
+// $Id: f_finale.h 4 2005-07-23 16:19:41Z fraggle $
+//
+// Copyright (C) 1993-1996 by id Software, Inc.
+//
+// This source is available for distribution and/or modification
+// only under the terms of the DOOM Source Code License as
+// published by id Software. All rights reserved.
+//
+// The source is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
+// for more details.
+//
+// DESCRIPTION:
+//
+//    
+//-----------------------------------------------------------------------------
+
+
+#ifndef __F_FINALE__
+#define __F_FINALE__
+
+
+#include "doomtype.h"
+#include "d_event.h"
+//
+// FINALE
+//
+
+// Called by main loop.
+boolean F_Responder (event_t* ev);
+
+// Called by main loop.
+void F_Ticker (void);
+
+// Called by main loop.
+void F_Drawer (void);
+
+
+void F_StartFinale (void);
+
+
+
+
+#endif
+//-----------------------------------------------------------------------------
+//
+// $Log$
+// Revision 1.1  2005/07/23 16:20:32  fraggle
+// Initial revision
+//
+//
+//-----------------------------------------------------------------------------
--- /dev/null
+++ b/src/f_wipe.c
@@ -1,0 +1,305 @@
+// Emacs style mode select   -*- C++ -*- 
+//-----------------------------------------------------------------------------
+//
+// $Id: f_wipe.c 4 2005-07-23 16:19:41Z fraggle $
+//
+// Copyright (C) 1993-1996 by id Software, Inc.
+//
+// This source is available for distribution and/or modification
+// only under the terms of the DOOM Source Code License as
+// published by id Software. All rights reserved.
+//
+// The source is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
+// for more details.
+//
+// $Log$
+// Revision 1.1  2005/07/23 16:19:45  fraggle
+// Initial revision
+//
+//
+// DESCRIPTION:
+//	Mission begin melt/wipe screen special effect.
+//
+//-----------------------------------------------------------------------------
+
+
+static const char rcsid[] = "$Id: f_wipe.c 4 2005-07-23 16:19:41Z fraggle $";
+
+
+
+#include "z_zone.h"
+#include "i_video.h"
+#include "v_video.h"
+#include "m_random.h"
+
+#include "doomdef.h"
+
+#include "f_wipe.h"
+
+//
+//                       SCREEN WIPE PACKAGE
+//
+
+// when zero, stop the wipe
+static boolean	go = 0;
+
+static byte*	wipe_scr_start;
+static byte*	wipe_scr_end;
+static byte*	wipe_scr;
+
+
+void
+wipe_shittyColMajorXform
+( short*	array,
+  int		width,
+  int		height )
+{
+    int		x;
+    int		y;
+    short*	dest;
+
+    dest = (short*) Z_Malloc(width*height*2, PU_STATIC, 0);
+
+    for(y=0;y<height;y++)
+	for(x=0;x<width;x++)
+	    dest[x*height+y] = array[y*width+x];
+
+    memcpy(array, dest, width*height*2);
+
+    Z_Free(dest);
+
+}
+
+int
+wipe_initColorXForm
+( int	width,
+  int	height,
+  int	ticks )
+{
+    memcpy(wipe_scr, wipe_scr_start, width*height);
+    return 0;
+}
+
+int
+wipe_doColorXForm
+( int	width,
+  int	height,
+  int	ticks )
+{
+    boolean	changed;
+    byte*	w;
+    byte*	e;
+    int		newval;
+
+    changed = false;
+    w = wipe_scr;
+    e = wipe_scr_end;
+    
+    while (w!=wipe_scr+width*height)
+    {
+	if (*w != *e)
+	{
+	    if (*w > *e)
+	    {
+		newval = *w - ticks;
+		if (newval < *e)
+		    *w = *e;
+		else
+		    *w = newval;
+		changed = true;
+	    }
+	    else if (*w < *e)
+	    {
+		newval = *w + ticks;
+		if (newval > *e)
+		    *w = *e;
+		else
+		    *w = newval;
+		changed = true;
+	    }
+	}
+	w++;
+	e++;
+    }
+
+    return !changed;
+
+}
+
+int
+wipe_exitColorXForm
+( int	width,
+  int	height,
+  int	ticks )
+{
+    return 0;
+}
+
+
+static int*	y;
+
+int
+wipe_initMelt
+( int	width,
+  int	height,
+  int	ticks )
+{
+    int i, r;
+    
+    // copy start screen to main screen
+    memcpy(wipe_scr, wipe_scr_start, width*height);
+    
+    // makes this wipe faster (in theory)
+    // to have stuff in column-major format
+    wipe_shittyColMajorXform((short*)wipe_scr_start, width/2, height);
+    wipe_shittyColMajorXform((short*)wipe_scr_end, width/2, height);
+    
+    // setup initial column positions
+    // (y<0 => not ready to scroll yet)
+    y = (int *) Z_Malloc(width*sizeof(int), PU_STATIC, 0);
+    y[0] = -(M_Random()%16);
+    for (i=1;i<width;i++)
+    {
+	r = (M_Random()%3) - 1;
+	y[i] = y[i-1] + r;
+	if (y[i] > 0) y[i] = 0;
+	else if (y[i] == -16) y[i] = -15;
+    }
+
+    return 0;
+}
+
+int
+wipe_doMelt
+( int	width,
+  int	height,
+  int	ticks )
+{
+    int		i;
+    int		j;
+    int		dy;
+    int		idx;
+    
+    short*	s;
+    short*	d;
+    boolean	done = true;
+
+    width/=2;
+
+    while (ticks--)
+    {
+	for (i=0;i<width;i++)
+	{
+	    if (y[i]<0)
+	    {
+		y[i]++; done = false;
+	    }
+	    else if (y[i] < height)
+	    {
+		dy = (y[i] < 16) ? y[i]+1 : 8;
+		if (y[i]+dy >= height) dy = height - y[i];
+		s = &((short *)wipe_scr_end)[i*height+y[i]];
+		d = &((short *)wipe_scr)[y[i]*width+i];
+		idx = 0;
+		for (j=dy;j;j--)
+		{
+		    d[idx] = *(s++);
+		    idx += width;
+		}
+		y[i] += dy;
+		s = &((short *)wipe_scr_start)[i*height];
+		d = &((short *)wipe_scr)[y[i]*width+i];
+		idx = 0;
+		for (j=height-y[i];j;j--)
+		{
+		    d[idx] = *(s++);
+		    idx += width;
+		}
+		done = false;
+	    }
+	}
+    }
+
+    return done;
+
+}
+
+int
+wipe_exitMelt
+( int	width,
+  int	height,
+  int	ticks )
+{
+    Z_Free(y);
+    return 0;
+}
+
+int
+wipe_StartScreen
+( int	x,
+  int	y,
+  int	width,
+  int	height )
+{
+    wipe_scr_start = screens[2];
+    I_ReadScreen(wipe_scr_start);
+    return 0;
+}
+
+int
+wipe_EndScreen
+( int	x,
+  int	y,
+  int	width,
+  int	height )
+{
+    wipe_scr_end = screens[3];
+    I_ReadScreen(wipe_scr_end);
+    V_DrawBlock(x, y, 0, width, height, wipe_scr_start); // restore start scr.
+    return 0;
+}
+
+int
+wipe_ScreenWipe
+( int	wipeno,
+  int	x,
+  int	y,
+  int	width,
+  int	height,
+  int	ticks )
+{
+    int rc;
+    static int (*wipes[])(int, int, int) =
+    {
+	wipe_initColorXForm, wipe_doColorXForm, wipe_exitColorXForm,
+	wipe_initMelt, wipe_doMelt, wipe_exitMelt
+    };
+
+    void V_MarkRect(int, int, int, int);
+
+    // initial stuff
+    if (!go)
+    {
+	go = 1;
+	// wipe_scr = (byte *) Z_Malloc(width*height, PU_STATIC, 0); // DEBUG
+	wipe_scr = screens[0];
+	(*wipes[wipeno*3])(width, height, ticks);
+    }
+
+    // do a piece of wipe-in
+    V_MarkRect(0, 0, width, height);
+    rc = (*wipes[wipeno*3+1])(width, height, ticks);
+    //  V_DrawBlock(x, y, 0, width, height, wipe_scr); // DEBUG
+
+    // final stuff
+    if (rc)
+    {
+	go = 0;
+	(*wipes[wipeno*3+2])(width, height, ticks);
+    }
+
+    return !go;
+
+}
--- /dev/null
+++ b/src/f_wipe.h
@@ -1,0 +1,74 @@
+// Emacs style mode select   -*- C++ -*- 
+//-----------------------------------------------------------------------------
+//
+// $Id: f_wipe.h 4 2005-07-23 16:19:41Z fraggle $
+//
+// Copyright (C) 1993-1996 by id Software, Inc.
+//
+// This source is available for distribution and/or modification
+// only under the terms of the DOOM Source Code License as
+// published by id Software. All rights reserved.
+//
+// The source is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
+// for more details.
+//
+// DESCRIPTION:
+//	Mission start screen wipe/melt, special effects.
+//	
+//-----------------------------------------------------------------------------
+
+
+#ifndef __F_WIPE_H__
+#define __F_WIPE_H__
+
+//
+//                       SCREEN WIPE PACKAGE
+//
+
+enum
+{
+    // simple gradual pixel change for 8-bit only
+    wipe_ColorXForm,
+    
+    // weird screen melt
+    wipe_Melt,	
+
+    wipe_NUMWIPES
+};
+
+int
+wipe_StartScreen
+( int		x,
+  int		y,
+  int		width,
+  int		height );
+
+
+int
+wipe_EndScreen
+( int		x,
+  int		y,
+  int		width,
+  int		height );
+
+
+int
+wipe_ScreenWipe
+( int		wipeno,
+  int		x,
+  int		y,
+  int		width,
+  int		height,
+  int		ticks );
+
+#endif
+//-----------------------------------------------------------------------------
+//
+// $Log$
+// Revision 1.1  2005/07/23 16:19:45  fraggle
+// Initial revision
+//
+//
+//-----------------------------------------------------------------------------
--- /dev/null
+++ b/src/g_game.c
@@ -1,0 +1,1693 @@
+// Emacs style mode select   -*- C++ -*- 
+//-----------------------------------------------------------------------------
+//
+// $Id: g_game.c 4 2005-07-23 16:19:41Z fraggle $
+//
+// Copyright (C) 1993-1996 by id Software, Inc.
+//
+// This source is available for distribution and/or modification
+// only under the terms of the DOOM Source Code License as
+// published by id Software. All rights reserved.
+//
+// The source is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
+// for more details.
+//
+// $Log$
+// Revision 1.1  2005/07/23 16:20:11  fraggle
+// Initial revision
+//
+//
+// DESCRIPTION:  none
+//
+//-----------------------------------------------------------------------------
+
+
+static const char
+rcsid[] = "$Id: g_game.c 4 2005-07-23 16:19:41Z fraggle $";
+
+#include <string.h>
+#include <stdlib.h>
+
+#include "doomdef.h" 
+#include "doomstat.h"
+
+#include "z_zone.h"
+#include "f_finale.h"
+#include "m_argv.h"
+#include "m_misc.h"
+#include "m_menu.h"
+#include "m_random.h"
+#include "i_system.h"
+
+#include "p_setup.h"
+#include "p_saveg.h"
+#include "p_tick.h"
+
+#include "d_main.h"
+
+#include "wi_stuff.h"
+#include "hu_stuff.h"
+#include "st_stuff.h"
+#include "am_map.h"
+
+// Needs access to LFB.
+#include "v_video.h"
+
+#include "w_wad.h"
+
+#include "p_local.h" 
+
+#include "s_sound.h"
+
+// Data.
+#include "dstrings.h"
+#include "sounds.h"
+
+// SKY handling - still the wrong place.
+#include "r_data.h"
+#include "r_sky.h"
+
+
+
+#include "g_game.h"
+
+
+#define SAVEGAMESIZE	0x2c000
+#define SAVESTRINGSIZE	24
+
+
+
+boolean	G_CheckDemoStatus (void); 
+void	G_ReadDemoTiccmd (ticcmd_t* cmd); 
+void	G_WriteDemoTiccmd (ticcmd_t* cmd); 
+void	G_PlayerReborn (int player); 
+void	G_InitNew (skill_t skill, int episode, int map); 
+ 
+void	G_DoReborn (int playernum); 
+ 
+void	G_DoLoadLevel (void); 
+void	G_DoNewGame (void); 
+void	G_DoLoadGame (void); 
+void	G_DoPlayDemo (void); 
+void	G_DoCompleted (void); 
+void	G_DoVictory (void); 
+void	G_DoWorldDone (void); 
+void	G_DoSaveGame (void); 
+ 
+ 
+gameaction_t    gameaction; 
+gamestate_t     gamestate; 
+skill_t         gameskill; 
+boolean		respawnmonsters;
+int             gameepisode; 
+int             gamemap; 
+ 
+boolean         paused; 
+boolean         sendpause;             	// send a pause event next tic 
+boolean         sendsave;             	// send a save event next tic 
+boolean         usergame;               // ok to save / end game 
+ 
+boolean         timingdemo;             // if true, exit with report on completion 
+boolean         nodrawers;              // for comparative timing purposes 
+boolean         noblit;                 // for comparative timing purposes 
+int             starttime;          	// for comparative timing purposes  	 
+ 
+boolean         viewactive; 
+ 
+boolean         deathmatch;           	// only if started as net death 
+boolean         netgame;                // only true if packets are broadcast 
+boolean         playeringame[MAXPLAYERS]; 
+player_t        players[MAXPLAYERS]; 
+ 
+int             consoleplayer;          // player taking events and displaying 
+int             displayplayer;          // view being displayed 
+int             gametic; 
+int             levelstarttic;          // gametic at level start 
+int             totalkills, totalitems, totalsecret;    // for intermission 
+ 
+char            demoname[32]; 
+boolean         demorecording; 
+boolean         demoplayback; 
+boolean		netdemo; 
+byte*		demobuffer;
+byte*		demo_p;
+byte*		demoend; 
+boolean         singledemo;            	// quit after playing a demo from cmdline 
+ 
+boolean         precache = true;        // if true, load all graphics at start 
+ 
+wbstartstruct_t wminfo;               	// parms for world map / intermission 
+ 
+short		consistancy[MAXPLAYERS][BACKUPTICS]; 
+ 
+byte*		savebuffer;
+ 
+ 
+// 
+// controls (have defaults) 
+// 
+int             key_right;
+int		key_left;
+
+int		key_up;
+int		key_down; 
+int             key_strafeleft;
+int		key_straferight; 
+int             key_fire;
+int		key_use;
+int		key_strafe;
+int		key_speed; 
+ 
+int             mousebfire; 
+int             mousebstrafe; 
+int             mousebforward; 
+ 
+int             joybfire; 
+int             joybstrafe; 
+int             joybuse; 
+int             joybspeed; 
+ 
+ 
+ 
+#define MAXPLMOVE		(forwardmove[1]) 
+ 
+#define TURBOTHRESHOLD	0x32
+
+fixed_t		forwardmove[2] = {0x19, 0x32}; 
+fixed_t		sidemove[2] = {0x18, 0x28}; 
+fixed_t		angleturn[3] = {640, 1280, 320};	// + slow turn 
+
+#define SLOWTURNTICS	6 
+ 
+#define NUMKEYS		256 
+
+boolean         gamekeydown[NUMKEYS]; 
+int             turnheld;				// for accelerative turning 
+ 
+boolean		mousearray[4]; 
+boolean*	mousebuttons = &mousearray[1];		// allow [-1]
+
+// mouse values are used once 
+int             mousex;
+int		mousey;         
+
+int             dclicktime;
+int		dclickstate;
+int		dclicks; 
+int             dclicktime2;
+int		dclickstate2;
+int		dclicks2;
+
+// joystick values are repeated 
+int             joyxmove;
+int		joyymove;
+boolean         joyarray[5]; 
+boolean*	joybuttons = &joyarray[1];		// allow [-1] 
+ 
+int		savegameslot; 
+char		savedescription[32]; 
+ 
+ 
+#define	BODYQUESIZE	32
+
+mobj_t*		bodyque[BODYQUESIZE]; 
+int		bodyqueslot; 
+ 
+void*		statcopy;				// for statistics driver
+ 
+ 
+ 
+int G_CmdChecksum (ticcmd_t* cmd) 
+{ 
+    int		i;
+    int		sum = 0; 
+	 
+    for (i=0 ; i< sizeof(*cmd)/4 - 1 ; i++) 
+	sum += ((int *)cmd)[i]; 
+		 
+    return sum; 
+} 
+ 
+
+//
+// G_BuildTiccmd
+// Builds a ticcmd from all of the available inputs
+// or reads it from the demo buffer. 
+// If recording a demo, write it out 
+// 
+void G_BuildTiccmd (ticcmd_t* cmd) 
+{ 
+    int		i; 
+    boolean	strafe;
+    boolean	bstrafe; 
+    int		speed;
+    int		tspeed; 
+    int		forward;
+    int		side;
+    
+    ticcmd_t*	base;
+
+    base = I_BaseTiccmd ();		// empty, or external driver
+    memcpy (cmd,base,sizeof(*cmd)); 
+	
+    cmd->consistancy = 
+	consistancy[consoleplayer][maketic%BACKUPTICS]; 
+
+ 
+    strafe = gamekeydown[key_strafe] || mousebuttons[mousebstrafe] 
+	|| joybuttons[joybstrafe]; 
+    speed = gamekeydown[key_speed] || joybuttons[joybspeed];
+ 
+    forward = side = 0;
+    
+    // use two stage accelerative turning
+    // on the keyboard and joystick
+    if (joyxmove < 0
+	|| joyxmove > 0  
+	|| gamekeydown[key_right]
+	|| gamekeydown[key_left]) 
+	turnheld += ticdup; 
+    else 
+	turnheld = 0; 
+
+    if (turnheld < SLOWTURNTICS) 
+	tspeed = 2;             // slow turn 
+    else 
+	tspeed = speed;
+    
+    // let movement keys cancel each other out
+    if (strafe) 
+    { 
+	if (gamekeydown[key_right]) 
+	{
+	    // fprintf(stderr, "strafe right\n");
+	    side += sidemove[speed]; 
+	}
+	if (gamekeydown[key_left]) 
+	{
+	    //	fprintf(stderr, "strafe left\n");
+	    side -= sidemove[speed]; 
+	}
+	if (joyxmove > 0) 
+	    side += sidemove[speed]; 
+	if (joyxmove < 0) 
+	    side -= sidemove[speed]; 
+ 
+    } 
+    else 
+    { 
+	if (gamekeydown[key_right]) 
+	    cmd->angleturn -= angleturn[tspeed]; 
+	if (gamekeydown[key_left]) 
+	    cmd->angleturn += angleturn[tspeed]; 
+	if (joyxmove > 0) 
+	    cmd->angleturn -= angleturn[tspeed]; 
+	if (joyxmove < 0) 
+	    cmd->angleturn += angleturn[tspeed]; 
+    } 
+ 
+    if (gamekeydown[key_up]) 
+    {
+	// fprintf(stderr, "up\n");
+	forward += forwardmove[speed]; 
+    }
+    if (gamekeydown[key_down]) 
+    {
+	// fprintf(stderr, "down\n");
+	forward -= forwardmove[speed]; 
+    }
+    if (joyymove < 0) 
+	forward += forwardmove[speed]; 
+    if (joyymove > 0) 
+	forward -= forwardmove[speed]; 
+    if (gamekeydown[key_straferight]) 
+	side += sidemove[speed]; 
+    if (gamekeydown[key_strafeleft]) 
+	side -= sidemove[speed];
+    
+    // buttons
+    cmd->chatchar = HU_dequeueChatChar(); 
+ 
+    if (gamekeydown[key_fire] || mousebuttons[mousebfire] 
+	|| joybuttons[joybfire]) 
+	cmd->buttons |= BT_ATTACK; 
+ 
+    if (gamekeydown[key_use] || joybuttons[joybuse] ) 
+    { 
+	cmd->buttons |= BT_USE;
+	// clear double clicks if hit use button 
+	dclicks = 0;                   
+    } 
+
+    // chainsaw overrides 
+    for (i=0 ; i<NUMWEAPONS-1 ; i++)        
+	if (gamekeydown['1'+i]) 
+	{ 
+	    cmd->buttons |= BT_CHANGE; 
+	    cmd->buttons |= i<<BT_WEAPONSHIFT; 
+	    break; 
+	}
+    
+    // mouse
+    if (mousebuttons[mousebforward]) 
+	forward += forwardmove[speed];
+    
+    // forward double click
+    if (mousebuttons[mousebforward] != dclickstate && dclicktime > 1 ) 
+    { 
+	dclickstate = mousebuttons[mousebforward]; 
+	if (dclickstate) 
+	    dclicks++; 
+	if (dclicks == 2) 
+	{ 
+	    cmd->buttons |= BT_USE; 
+	    dclicks = 0; 
+	} 
+	else 
+	    dclicktime = 0; 
+    } 
+    else 
+    { 
+	dclicktime += ticdup; 
+	if (dclicktime > 20) 
+	{ 
+	    dclicks = 0; 
+	    dclickstate = 0; 
+	} 
+    }
+    
+    // strafe double click
+    bstrafe =
+	mousebuttons[mousebstrafe] 
+	|| joybuttons[joybstrafe]; 
+    if (bstrafe != dclickstate2 && dclicktime2 > 1 ) 
+    { 
+	dclickstate2 = bstrafe; 
+	if (dclickstate2) 
+	    dclicks2++; 
+	if (dclicks2 == 2) 
+	{ 
+	    cmd->buttons |= BT_USE; 
+	    dclicks2 = 0; 
+	} 
+	else 
+	    dclicktime2 = 0; 
+    } 
+    else 
+    { 
+	dclicktime2 += ticdup; 
+	if (dclicktime2 > 20) 
+	{ 
+	    dclicks2 = 0; 
+	    dclickstate2 = 0; 
+	} 
+    } 
+ 
+    forward += mousey; 
+    if (strafe) 
+	side += mousex*2; 
+    else 
+	cmd->angleturn -= mousex*0x8; 
+
+    mousex = mousey = 0; 
+	 
+    if (forward > MAXPLMOVE) 
+	forward = MAXPLMOVE; 
+    else if (forward < -MAXPLMOVE) 
+	forward = -MAXPLMOVE; 
+    if (side > MAXPLMOVE) 
+	side = MAXPLMOVE; 
+    else if (side < -MAXPLMOVE) 
+	side = -MAXPLMOVE; 
+ 
+    cmd->forwardmove += forward; 
+    cmd->sidemove += side;
+    
+    // special buttons
+    if (sendpause) 
+    { 
+	sendpause = false; 
+	cmd->buttons = BT_SPECIAL | BTS_PAUSE; 
+    } 
+ 
+    if (sendsave) 
+    { 
+	sendsave = false; 
+	cmd->buttons = BT_SPECIAL | BTS_SAVEGAME | (savegameslot<<BTS_SAVESHIFT); 
+    } 
+} 
+ 
+
+//
+// G_DoLoadLevel 
+//
+extern  gamestate_t     wipegamestate; 
+ 
+void G_DoLoadLevel (void) 
+{ 
+    int             i; 
+
+    // Set the sky map.
+    // First thing, we have a dummy sky texture name,
+    //  a flat. The data is in the WAD only because
+    //  we look for an actual index, instead of simply
+    //  setting one.
+    skyflatnum = R_FlatNumForName ( SKYFLATNAME );
+
+    // DOOM determines the sky texture to be used
+    // depending on the current episode, and the game version.
+    if ( (gamemode == commercial)
+	 || ( gamemode == pack_tnt )
+	 || ( gamemode == pack_plut ) )
+    {
+	skytexture = R_TextureNumForName ("SKY3");
+	if (gamemap < 12)
+	    skytexture = R_TextureNumForName ("SKY1");
+	else
+	    if (gamemap < 21)
+		skytexture = R_TextureNumForName ("SKY2");
+    }
+
+    levelstarttic = gametic;        // for time calculation
+    
+    if (wipegamestate == GS_LEVEL) 
+	wipegamestate = -1;             // force a wipe 
+
+    gamestate = GS_LEVEL; 
+
+    for (i=0 ; i<MAXPLAYERS ; i++) 
+    { 
+	if (playeringame[i] && players[i].playerstate == PST_DEAD) 
+	    players[i].playerstate = PST_REBORN; 
+	memset (players[i].frags,0,sizeof(players[i].frags)); 
+    } 
+		 
+    P_SetupLevel (gameepisode, gamemap, 0, gameskill);    
+    displayplayer = consoleplayer;		// view the guy you are playing    
+    starttime = I_GetTime (); 
+    gameaction = ga_nothing; 
+    Z_CheckHeap ();
+    
+    // clear cmd building stuff
+    memset (gamekeydown, 0, sizeof(gamekeydown)); 
+    joyxmove = joyymove = 0; 
+    mousex = mousey = 0; 
+    sendpause = sendsave = paused = false; 
+    memset (mousebuttons, 0, sizeof(mousebuttons)); 
+    memset (joybuttons, 0, sizeof(joybuttons)); 
+} 
+ 
+ 
+//
+// G_Responder  
+// Get info needed to make ticcmd_ts for the players.
+// 
+boolean G_Responder (event_t* ev) 
+{ 
+    // allow spy mode changes even during the demo
+    if (gamestate == GS_LEVEL && ev->type == ev_keydown 
+	&& ev->data1 == KEY_F12 && (singledemo || !deathmatch) )
+    {
+	// spy mode 
+	do 
+	{ 
+	    displayplayer++; 
+	    if (displayplayer == MAXPLAYERS) 
+		displayplayer = 0; 
+	} while (!playeringame[displayplayer] && displayplayer != consoleplayer); 
+	return true; 
+    }
+    
+    // any other key pops up menu if in demos
+    if (gameaction == ga_nothing && !singledemo && 
+	(demoplayback || gamestate == GS_DEMOSCREEN) 
+	) 
+    { 
+	if (ev->type == ev_keydown ||  
+	    (ev->type == ev_mouse && ev->data1) || 
+	    (ev->type == ev_joystick && ev->data1) ) 
+	{ 
+	    M_StartControlPanel (); 
+	    return true; 
+	} 
+	return false; 
+    } 
+ 
+    if (gamestate == GS_LEVEL) 
+    { 
+#if 0 
+	if (devparm && ev->type == ev_keydown && ev->data1 == ';') 
+	{ 
+	    G_DeathMatchSpawnPlayer (0); 
+	    return true; 
+	} 
+#endif 
+	if (HU_Responder (ev)) 
+	    return true;	// chat ate the event 
+	if (ST_Responder (ev)) 
+	    return true;	// status window ate it 
+	if (AM_Responder (ev)) 
+	    return true;	// automap ate it 
+    } 
+	 
+    if (gamestate == GS_FINALE) 
+    { 
+	if (F_Responder (ev)) 
+	    return true;	// finale ate the event 
+    } 
+	 
+    switch (ev->type) 
+    { 
+      case ev_keydown: 
+	if (ev->data1 == KEY_PAUSE) 
+	{ 
+	    sendpause = true; 
+	    return true; 
+	} 
+	if (ev->data1 <NUMKEYS) 
+	    gamekeydown[ev->data1] = true; 
+	return true;    // eat key down events 
+ 
+      case ev_keyup: 
+	if (ev->data1 <NUMKEYS) 
+	    gamekeydown[ev->data1] = false; 
+	return false;   // always let key up events filter down 
+		 
+      case ev_mouse: 
+	mousebuttons[0] = ev->data1 & 1; 
+	mousebuttons[1] = ev->data1 & 2; 
+	mousebuttons[2] = ev->data1 & 4; 
+	mousex = ev->data2*(mouseSensitivity+5)/10; 
+	mousey = ev->data3*(mouseSensitivity+5)/10; 
+	return true;    // eat events 
+ 
+      case ev_joystick: 
+	joybuttons[0] = ev->data1 & 1; 
+	joybuttons[1] = ev->data1 & 2; 
+	joybuttons[2] = ev->data1 & 4; 
+	joybuttons[3] = ev->data1 & 8; 
+	joyxmove = ev->data2; 
+	joyymove = ev->data3; 
+	return true;    // eat events 
+ 
+      default: 
+	break; 
+    } 
+ 
+    return false; 
+} 
+ 
+ 
+ 
+//
+// G_Ticker
+// Make ticcmd_ts for the players.
+//
+void G_Ticker (void) 
+{ 
+    int		i;
+    int		buf; 
+    ticcmd_t*	cmd;
+    
+    // do player reborns if needed
+    for (i=0 ; i<MAXPLAYERS ; i++) 
+	if (playeringame[i] && players[i].playerstate == PST_REBORN) 
+	    G_DoReborn (i);
+    
+    // do things to change the game state
+    while (gameaction != ga_nothing) 
+    { 
+	switch (gameaction) 
+	{ 
+	  case ga_loadlevel: 
+	    G_DoLoadLevel (); 
+	    break; 
+	  case ga_newgame: 
+	    G_DoNewGame (); 
+	    break; 
+	  case ga_loadgame: 
+	    G_DoLoadGame (); 
+	    break; 
+	  case ga_savegame: 
+	    G_DoSaveGame (); 
+	    break; 
+	  case ga_playdemo: 
+	    G_DoPlayDemo (); 
+	    break; 
+	  case ga_completed: 
+	    G_DoCompleted (); 
+	    break; 
+	  case ga_victory: 
+	    F_StartFinale (); 
+	    break; 
+	  case ga_worlddone: 
+	    G_DoWorldDone (); 
+	    break; 
+	  case ga_screenshot: 
+	    M_ScreenShot (); 
+	    gameaction = ga_nothing; 
+	    break; 
+	  case ga_nothing: 
+	    break; 
+	} 
+    }
+    
+    // get commands, check consistancy,
+    // and build new consistancy check
+    buf = (gametic/ticdup)%BACKUPTICS; 
+ 
+    for (i=0 ; i<MAXPLAYERS ; i++)
+    {
+	if (playeringame[i]) 
+	{ 
+	    cmd = &players[i].cmd; 
+ 
+	    memcpy (cmd, &netcmds[i][buf], sizeof(ticcmd_t)); 
+ 
+	    if (demoplayback) 
+		G_ReadDemoTiccmd (cmd); 
+	    if (demorecording) 
+		G_WriteDemoTiccmd (cmd);
+	    
+	    // check for turbo cheats
+	    if (cmd->forwardmove > TURBOTHRESHOLD 
+		&& !(gametic&31) && ((gametic>>5)&3) == i )
+	    {
+		static char turbomessage[80];
+		extern char *player_names[4];
+		sprintf (turbomessage, "%s is turbo!",player_names[i]);
+		players[consoleplayer].message = turbomessage;
+	    }
+			
+	    if (netgame && !netdemo && !(gametic%ticdup) ) 
+	    { 
+		if (gametic > BACKUPTICS 
+		    && consistancy[i][buf] != cmd->consistancy) 
+		{ 
+		    I_Error ("consistency failure (%i should be %i)",
+			     cmd->consistancy, consistancy[i][buf]); 
+		} 
+		if (players[i].mo) 
+		    consistancy[i][buf] = players[i].mo->x; 
+		else 
+		    consistancy[i][buf] = rndindex; 
+	    } 
+	}
+    }
+    
+    // check for special buttons
+    for (i=0 ; i<MAXPLAYERS ; i++)
+    {
+	if (playeringame[i]) 
+	{ 
+	    if (players[i].cmd.buttons & BT_SPECIAL) 
+	    { 
+		switch (players[i].cmd.buttons & BT_SPECIALMASK) 
+		{ 
+		  case BTS_PAUSE: 
+		    paused ^= 1; 
+		    if (paused) 
+			S_PauseSound (); 
+		    else 
+			S_ResumeSound (); 
+		    break; 
+					 
+		  case BTS_SAVEGAME: 
+		    if (!savedescription[0]) 
+			strcpy (savedescription, "NET GAME"); 
+		    savegameslot =  
+			(players[i].cmd.buttons & BTS_SAVEMASK)>>BTS_SAVESHIFT; 
+		    gameaction = ga_savegame; 
+		    break; 
+		} 
+	    } 
+	}
+    }
+    
+    // do main actions
+    switch (gamestate) 
+    { 
+      case GS_LEVEL: 
+	P_Ticker (); 
+	ST_Ticker (); 
+	AM_Ticker (); 
+	HU_Ticker ();            
+	break; 
+	 
+      case GS_INTERMISSION: 
+	WI_Ticker (); 
+	break; 
+			 
+      case GS_FINALE: 
+	F_Ticker (); 
+	break; 
+ 
+      case GS_DEMOSCREEN: 
+	D_PageTicker (); 
+	break; 
+    }        
+} 
+ 
+ 
+//
+// PLAYER STRUCTURE FUNCTIONS
+// also see P_SpawnPlayer in P_Things
+//
+
+//
+// G_InitPlayer 
+// Called at the start.
+// Called by the game initialization functions.
+//
+void G_InitPlayer (int player) 
+{ 
+    player_t*	p; 
+ 
+    // set up the saved info         
+    p = &players[player]; 
+	 
+    // clear everything else to defaults 
+    G_PlayerReborn (player); 
+	 
+} 
+ 
+ 
+
+//
+// G_PlayerFinishLevel
+// Can when a player completes a level.
+//
+void G_PlayerFinishLevel (int player) 
+{ 
+    player_t*	p; 
+	 
+    p = &players[player]; 
+	 
+    memset (p->powers, 0, sizeof (p->powers)); 
+    memset (p->cards, 0, sizeof (p->cards)); 
+    p->mo->flags &= ~MF_SHADOW;		// cancel invisibility 
+    p->extralight = 0;			// cancel gun flashes 
+    p->fixedcolormap = 0;		// cancel ir gogles 
+    p->damagecount = 0;			// no palette changes 
+    p->bonuscount = 0; 
+} 
+ 
+
+//
+// G_PlayerReborn
+// Called after a player dies 
+// almost everything is cleared and initialized 
+//
+void G_PlayerReborn (int player) 
+{ 
+    player_t*	p; 
+    int		i; 
+    int		frags[MAXPLAYERS]; 
+    int		killcount;
+    int		itemcount;
+    int		secretcount; 
+	 
+    memcpy (frags,players[player].frags,sizeof(frags)); 
+    killcount = players[player].killcount; 
+    itemcount = players[player].itemcount; 
+    secretcount = players[player].secretcount; 
+	 
+    p = &players[player]; 
+    memset (p, 0, sizeof(*p)); 
+ 
+    memcpy (players[player].frags, frags, sizeof(players[player].frags)); 
+    players[player].killcount = killcount; 
+    players[player].itemcount = itemcount; 
+    players[player].secretcount = secretcount; 
+ 
+    p->usedown = p->attackdown = true;	// don't do anything immediately 
+    p->playerstate = PST_LIVE;       
+    p->health = MAXHEALTH; 
+    p->readyweapon = p->pendingweapon = wp_pistol; 
+    p->weaponowned[wp_fist] = true; 
+    p->weaponowned[wp_pistol] = true; 
+    p->ammo[am_clip] = 50; 
+	 
+    for (i=0 ; i<NUMAMMO ; i++) 
+	p->maxammo[i] = maxammo[i]; 
+		 
+}
+
+//
+// G_CheckSpot  
+// Returns false if the player cannot be respawned
+// at the given mapthing_t spot  
+// because something is occupying it 
+//
+void P_SpawnPlayer (mapthing_t* mthing); 
+ 
+boolean
+G_CheckSpot
+( int		playernum,
+  mapthing_t*	mthing ) 
+{ 
+    fixed_t		x;
+    fixed_t		y; 
+    subsector_t*	ss; 
+    unsigned		an; 
+    mobj_t*		mo; 
+    int			i;
+	
+    if (!players[playernum].mo)
+    {
+	// first spawn of level, before corpses
+	for (i=0 ; i<playernum ; i++)
+	    if (players[i].mo->x == mthing->x << FRACBITS
+		&& players[i].mo->y == mthing->y << FRACBITS)
+		return false;	
+	return true;
+    }
+		
+    x = mthing->x << FRACBITS; 
+    y = mthing->y << FRACBITS; 
+	 
+    if (!P_CheckPosition (players[playernum].mo, x, y) ) 
+	return false; 
+ 
+    // flush an old corpse if needed 
+    if (bodyqueslot >= BODYQUESIZE) 
+	P_RemoveMobj (bodyque[bodyqueslot%BODYQUESIZE]); 
+    bodyque[bodyqueslot%BODYQUESIZE] = players[playernum].mo; 
+    bodyqueslot++; 
+	
+    // spawn a teleport fog 
+    ss = R_PointInSubsector (x,y); 
+    an = ( ANG45 * (mthing->angle/45) ) >> ANGLETOFINESHIFT; 
+ 
+    mo = P_SpawnMobj (x+20*finecosine[an], y+20*finesine[an] 
+		      , ss->sector->floorheight 
+		      , MT_TFOG); 
+	 
+    if (players[consoleplayer].viewz != 1) 
+	S_StartSound (mo, sfx_telept);	// don't start sound on first frame 
+ 
+    return true; 
+} 
+
+
+//
+// G_DeathMatchSpawnPlayer 
+// Spawns a player at one of the random death match spots 
+// called at level load and each death 
+//
+void G_DeathMatchSpawnPlayer (int playernum) 
+{ 
+    int             i,j; 
+    int				selections; 
+	 
+    selections = deathmatch_p - deathmatchstarts; 
+    if (selections < 4) 
+	I_Error ("Only %i deathmatch spots, 4 required", selections); 
+ 
+    for (j=0 ; j<20 ; j++) 
+    { 
+	i = P_Random() % selections; 
+	if (G_CheckSpot (playernum, &deathmatchstarts[i]) ) 
+	{ 
+	    deathmatchstarts[i].type = playernum+1; 
+	    P_SpawnPlayer (&deathmatchstarts[i]); 
+	    return; 
+	} 
+    } 
+ 
+    // no good spot, so the player will probably get stuck 
+    P_SpawnPlayer (&playerstarts[playernum]); 
+} 
+
+//
+// G_DoReborn 
+// 
+void G_DoReborn (int playernum) 
+{ 
+    int                             i; 
+	 
+    if (!netgame)
+    {
+	// reload the level from scratch
+	gameaction = ga_loadlevel;  
+    }
+    else 
+    {
+	// respawn at the start
+
+	// first dissasociate the corpse 
+	players[playernum].mo->player = NULL;   
+		 
+	// spawn at random spot if in death match 
+	if (deathmatch) 
+	{ 
+	    G_DeathMatchSpawnPlayer (playernum); 
+	    return; 
+	} 
+		 
+	if (G_CheckSpot (playernum, &playerstarts[playernum]) ) 
+	{ 
+	    P_SpawnPlayer (&playerstarts[playernum]); 
+	    return; 
+	}
+	
+	// try to spawn at one of the other players spots 
+	for (i=0 ; i<MAXPLAYERS ; i++)
+	{
+	    if (G_CheckSpot (playernum, &playerstarts[i]) ) 
+	    { 
+		playerstarts[i].type = playernum+1;	// fake as other player 
+		P_SpawnPlayer (&playerstarts[i]); 
+		playerstarts[i].type = i+1;		// restore 
+		return; 
+	    }	    
+	    // he's going to be inside something.  Too bad.
+	}
+	P_SpawnPlayer (&playerstarts[playernum]); 
+    } 
+} 
+ 
+ 
+void G_ScreenShot (void) 
+{ 
+    gameaction = ga_screenshot; 
+} 
+ 
+
+
+// DOOM Par Times
+int pars[4][10] = 
+{ 
+    {0}, 
+    {0,30,75,120,90,165,180,180,30,165}, 
+    {0,90,90,90,120,90,360,240,30,170}, 
+    {0,90,45,90,150,90,90,165,30,135} 
+}; 
+
+// DOOM II Par Times
+int cpars[32] =
+{
+    30,90,120,120,90,150,120,120,270,90,	//  1-10
+    210,150,150,150,210,150,420,150,210,150,	// 11-20
+    240,150,180,150,150,300,330,420,300,180,	// 21-30
+    120,30					// 31-32
+};
+ 
+
+//
+// G_DoCompleted 
+//
+boolean		secretexit; 
+extern char*	pagename; 
+ 
+void G_ExitLevel (void) 
+{ 
+    secretexit = false; 
+    gameaction = ga_completed; 
+} 
+
+// Here's for the german edition.
+void G_SecretExitLevel (void) 
+{ 
+    // IF NO WOLF3D LEVELS, NO SECRET EXIT!
+    if ( (gamemode == commercial)
+      && (W_CheckNumForName("map31")<0))
+	secretexit = false;
+    else
+	secretexit = true; 
+    gameaction = ga_completed; 
+} 
+ 
+void G_DoCompleted (void) 
+{ 
+    int             i; 
+	 
+    gameaction = ga_nothing; 
+ 
+    for (i=0 ; i<MAXPLAYERS ; i++) 
+	if (playeringame[i]) 
+	    G_PlayerFinishLevel (i);        // take away cards and stuff 
+	 
+    if (automapactive) 
+	AM_Stop (); 
+	
+    if ( gamemode != commercial)
+	switch(gamemap)
+	{
+	  case 8:
+	    gameaction = ga_victory;
+	    return;
+	  case 9: 
+	    for (i=0 ; i<MAXPLAYERS ; i++) 
+		players[i].didsecret = true; 
+	    break;
+	}
+		
+//#if 0  Hmmm - why?
+    if ( (gamemap == 8)
+	 && (gamemode != commercial) ) 
+    {
+	// victory 
+	gameaction = ga_victory; 
+	return; 
+    } 
+	 
+    if ( (gamemap == 9)
+	 && (gamemode != commercial) ) 
+    {
+	// exit secret level 
+	for (i=0 ; i<MAXPLAYERS ; i++) 
+	    players[i].didsecret = true; 
+    } 
+//#endif
+    
+	 
+    wminfo.didsecret = players[consoleplayer].didsecret; 
+    wminfo.epsd = gameepisode -1; 
+    wminfo.last = gamemap -1;
+    
+    // wminfo.next is 0 biased, unlike gamemap
+    if ( gamemode == commercial)
+    {
+	if (secretexit)
+	    switch(gamemap)
+	    {
+	      case 15: wminfo.next = 30; break;
+	      case 31: wminfo.next = 31; break;
+	    }
+	else
+	    switch(gamemap)
+	    {
+	      case 31:
+	      case 32: wminfo.next = 15; break;
+	      default: wminfo.next = gamemap;
+	    }
+    }
+    else
+    {
+	if (secretexit) 
+	    wminfo.next = 8; 	// go to secret level 
+	else if (gamemap == 9) 
+	{
+	    // returning from secret level 
+	    switch (gameepisode) 
+	    { 
+	      case 1: 
+		wminfo.next = 3; 
+		break; 
+	      case 2: 
+		wminfo.next = 5; 
+		break; 
+	      case 3: 
+		wminfo.next = 6; 
+		break; 
+	      case 4:
+		wminfo.next = 2;
+		break;
+	    }                
+	} 
+	else 
+	    wminfo.next = gamemap;          // go to next level 
+    }
+		 
+    wminfo.maxkills = totalkills; 
+    wminfo.maxitems = totalitems; 
+    wminfo.maxsecret = totalsecret; 
+    wminfo.maxfrags = 0; 
+    if ( gamemode == commercial )
+	wminfo.partime = 35*cpars[gamemap-1]; 
+    else
+	wminfo.partime = 35*pars[gameepisode][gamemap]; 
+    wminfo.pnum = consoleplayer; 
+ 
+    for (i=0 ; i<MAXPLAYERS ; i++) 
+    { 
+	wminfo.plyr[i].in = playeringame[i]; 
+	wminfo.plyr[i].skills = players[i].killcount; 
+	wminfo.plyr[i].sitems = players[i].itemcount; 
+	wminfo.plyr[i].ssecret = players[i].secretcount; 
+	wminfo.plyr[i].stime = leveltime; 
+	memcpy (wminfo.plyr[i].frags, players[i].frags 
+		, sizeof(wminfo.plyr[i].frags)); 
+    } 
+ 
+    gamestate = GS_INTERMISSION; 
+    viewactive = false; 
+    automapactive = false; 
+ 
+    if (statcopy)
+	memcpy (statcopy, &wminfo, sizeof(wminfo));
+	
+    WI_Start (&wminfo); 
+} 
+
+
+//
+// G_WorldDone 
+//
+void G_WorldDone (void) 
+{ 
+    gameaction = ga_worlddone; 
+
+    if (secretexit) 
+	players[consoleplayer].didsecret = true; 
+
+    if ( gamemode == commercial )
+    {
+	switch (gamemap)
+	{
+	  case 15:
+	  case 31:
+	    if (!secretexit)
+		break;
+	  case 6:
+	  case 11:
+	  case 20:
+	  case 30:
+	    F_StartFinale ();
+	    break;
+	}
+    }
+} 
+ 
+void G_DoWorldDone (void) 
+{        
+    gamestate = GS_LEVEL; 
+    gamemap = wminfo.next+1; 
+    G_DoLoadLevel (); 
+    gameaction = ga_nothing; 
+    viewactive = true; 
+} 
+ 
+
+
+//
+// G_InitFromSavegame
+// Can be called by the startup code or the menu task. 
+//
+extern boolean setsizeneeded;
+void R_ExecuteSetViewSize (void);
+
+char	savename[256];
+
+void G_LoadGame (char* name) 
+{ 
+    strcpy (savename, name); 
+    gameaction = ga_loadgame; 
+} 
+ 
+#define VERSIONSIZE		16 
+
+
+void G_DoLoadGame (void) 
+{ 
+    int		length; 
+    int		i; 
+    int		a,b,c; 
+    char	vcheck[VERSIONSIZE]; 
+	 
+    gameaction = ga_nothing; 
+	 
+    length = M_ReadFile (savename, &savebuffer); 
+    save_p = savebuffer + SAVESTRINGSIZE;
+    
+    // skip the description field 
+    memset (vcheck,0,sizeof(vcheck)); 
+    sprintf (vcheck,"version %i",VERSION); 
+    if (strcmp (save_p, vcheck)) 
+	return;				// bad version 
+    save_p += VERSIONSIZE; 
+			 
+    gameskill = *save_p++; 
+    gameepisode = *save_p++; 
+    gamemap = *save_p++; 
+    for (i=0 ; i<MAXPLAYERS ; i++) 
+	playeringame[i] = *save_p++; 
+
+    // load a base level 
+    G_InitNew (gameskill, gameepisode, gamemap); 
+ 
+    // get the times 
+    a = *save_p++; 
+    b = *save_p++; 
+    c = *save_p++; 
+    leveltime = (a<<16) + (b<<8) + c; 
+	 
+    // dearchive all the modifications
+    P_UnArchivePlayers (); 
+    P_UnArchiveWorld (); 
+    P_UnArchiveThinkers (); 
+    P_UnArchiveSpecials (); 
+ 
+    if (*save_p != 0x1d) 
+	I_Error ("Bad savegame");
+    
+    // done 
+    Z_Free (savebuffer); 
+ 
+    if (setsizeneeded)
+	R_ExecuteSetViewSize ();
+    
+    // draw the pattern into the back screen
+    R_FillBackScreen ();   
+} 
+ 
+
+//
+// G_SaveGame
+// Called by the menu task.
+// Description is a 24 byte text string 
+//
+void
+G_SaveGame
+( int	slot,
+  char*	description ) 
+{ 
+    savegameslot = slot; 
+    strcpy (savedescription, description); 
+    sendsave = true; 
+} 
+ 
+void G_DoSaveGame (void) 
+{ 
+    char	name[100]; 
+    char	name2[VERSIONSIZE]; 
+    char*	description; 
+    int		length; 
+    int		i; 
+	
+    if (M_CheckParm("-cdrom"))
+	sprintf(name,"c:\\doomdata\\"SAVEGAMENAME"%d.dsg",savegameslot);
+    else
+	sprintf (name,SAVEGAMENAME"%d.dsg",savegameslot); 
+    description = savedescription; 
+	 
+    save_p = savebuffer = screens[1]+0x4000; 
+	 
+    memcpy (save_p, description, SAVESTRINGSIZE); 
+    save_p += SAVESTRINGSIZE; 
+    memset (name2,0,sizeof(name2)); 
+    sprintf (name2,"version %i",VERSION); 
+    memcpy (save_p, name2, VERSIONSIZE); 
+    save_p += VERSIONSIZE; 
+	 
+    *save_p++ = gameskill; 
+    *save_p++ = gameepisode; 
+    *save_p++ = gamemap; 
+    for (i=0 ; i<MAXPLAYERS ; i++) 
+	*save_p++ = playeringame[i]; 
+    *save_p++ = leveltime>>16; 
+    *save_p++ = leveltime>>8; 
+    *save_p++ = leveltime; 
+ 
+    P_ArchivePlayers (); 
+    P_ArchiveWorld (); 
+    P_ArchiveThinkers (); 
+    P_ArchiveSpecials (); 
+	 
+    *save_p++ = 0x1d;		// consistancy marker 
+	 
+    length = save_p - savebuffer; 
+    if (length > SAVEGAMESIZE) 
+	I_Error ("Savegame buffer overrun"); 
+    M_WriteFile (name, savebuffer, length); 
+    gameaction = ga_nothing; 
+    savedescription[0] = 0;		 
+	 
+    players[consoleplayer].message = GGSAVED; 
+
+    // draw the pattern into the back screen
+    R_FillBackScreen ();	
+} 
+ 
+
+//
+// G_InitNew
+// Can be called by the startup code or the menu task,
+// consoleplayer, displayplayer, playeringame[] should be set. 
+//
+skill_t	d_skill; 
+int     d_episode; 
+int     d_map; 
+ 
+void
+G_DeferedInitNew
+( skill_t	skill,
+  int		episode,
+  int		map) 
+{ 
+    d_skill = skill; 
+    d_episode = episode; 
+    d_map = map; 
+    gameaction = ga_newgame; 
+} 
+
+
+void G_DoNewGame (void) 
+{
+    demoplayback = false; 
+    netdemo = false;
+    netgame = false;
+    deathmatch = false;
+    playeringame[1] = playeringame[2] = playeringame[3] = 0;
+    respawnparm = false;
+    fastparm = false;
+    nomonsters = false;
+    consoleplayer = 0;
+    G_InitNew (d_skill, d_episode, d_map); 
+    gameaction = ga_nothing; 
+} 
+
+// The sky texture to be used instead of the F_SKY1 dummy.
+extern  int	skytexture; 
+
+
+void
+G_InitNew
+( skill_t	skill,
+  int		episode,
+  int		map ) 
+{ 
+    int             i; 
+	 
+    if (paused) 
+    { 
+	paused = false; 
+	S_ResumeSound (); 
+    } 
+	
+
+    if (skill > sk_nightmare) 
+	skill = sk_nightmare;
+
+
+    // This was quite messy with SPECIAL and commented parts.
+    // Supposedly hacks to make the latest edition work.
+    // It might not work properly.
+    if (episode < 1)
+      episode = 1; 
+
+    if ( gamemode == retail )
+    {
+      if (episode > 4)
+	episode = 4;
+    }
+    else if ( gamemode == shareware )
+    {
+      if (episode > 1) 
+	   episode = 1;	// only start episode 1 on shareware
+    }  
+    else
+    {
+      if (episode > 3)
+	episode = 3;
+    }
+    
+
+  
+    if (map < 1) 
+	map = 1;
+    
+    if ( (map > 9)
+	 && ( gamemode != commercial) )
+      map = 9; 
+		 
+    M_ClearRandom (); 
+	 
+    if (skill == sk_nightmare || respawnparm )
+	respawnmonsters = true;
+    else
+	respawnmonsters = false;
+		
+    if (fastparm || (skill == sk_nightmare && gameskill != sk_nightmare) )
+    { 
+	for (i=S_SARG_RUN1 ; i<=S_SARG_PAIN2 ; i++) 
+	    states[i].tics >>= 1; 
+	mobjinfo[MT_BRUISERSHOT].speed = 20*FRACUNIT; 
+	mobjinfo[MT_HEADSHOT].speed = 20*FRACUNIT; 
+	mobjinfo[MT_TROOPSHOT].speed = 20*FRACUNIT; 
+    } 
+    else if (skill != sk_nightmare && gameskill == sk_nightmare) 
+    { 
+	for (i=S_SARG_RUN1 ; i<=S_SARG_PAIN2 ; i++) 
+	    states[i].tics <<= 1; 
+	mobjinfo[MT_BRUISERSHOT].speed = 15*FRACUNIT; 
+	mobjinfo[MT_HEADSHOT].speed = 10*FRACUNIT; 
+	mobjinfo[MT_TROOPSHOT].speed = 10*FRACUNIT; 
+    } 
+	 
+			 
+    // force players to be initialized upon first level load         
+    for (i=0 ; i<MAXPLAYERS ; i++) 
+	players[i].playerstate = PST_REBORN; 
+ 
+    usergame = true;                // will be set false if a demo 
+    paused = false; 
+    demoplayback = false; 
+    automapactive = false; 
+    viewactive = true; 
+    gameepisode = episode; 
+    gamemap = map; 
+    gameskill = skill; 
+ 
+    viewactive = true;
+    
+    // set the sky map for the episode
+    if ( gamemode == commercial)
+    {
+	skytexture = R_TextureNumForName ("SKY3");
+	if (gamemap < 12)
+	    skytexture = R_TextureNumForName ("SKY1");
+	else
+	    if (gamemap < 21)
+		skytexture = R_TextureNumForName ("SKY2");
+    }
+    else
+	switch (episode) 
+	{ 
+	  case 1: 
+	    skytexture = R_TextureNumForName ("SKY1"); 
+	    break; 
+	  case 2: 
+	    skytexture = R_TextureNumForName ("SKY2"); 
+	    break; 
+	  case 3: 
+	    skytexture = R_TextureNumForName ("SKY3"); 
+	    break; 
+	  case 4:	// Special Edition sky
+	    skytexture = R_TextureNumForName ("SKY4");
+	    break;
+	} 
+ 
+    G_DoLoadLevel (); 
+} 
+ 
+
+//
+// DEMO RECORDING 
+// 
+#define DEMOMARKER		0x80
+
+
+void G_ReadDemoTiccmd (ticcmd_t* cmd) 
+{ 
+    if (*demo_p == DEMOMARKER) 
+    {
+	// end of demo data stream 
+	G_CheckDemoStatus (); 
+	return; 
+    } 
+    cmd->forwardmove = ((signed char)*demo_p++); 
+    cmd->sidemove = ((signed char)*demo_p++); 
+    cmd->angleturn = ((unsigned char)*demo_p++)<<8; 
+    cmd->buttons = (unsigned char)*demo_p++; 
+} 
+
+
+void G_WriteDemoTiccmd (ticcmd_t* cmd) 
+{ 
+    if (gamekeydown['q'])           // press q to end demo recording 
+	G_CheckDemoStatus (); 
+    *demo_p++ = cmd->forwardmove; 
+    *demo_p++ = cmd->sidemove; 
+    *demo_p++ = (cmd->angleturn+128)>>8; 
+    *demo_p++ = cmd->buttons; 
+    demo_p -= 4; 
+    if (demo_p > demoend - 16)
+    {
+	// no more space 
+	G_CheckDemoStatus (); 
+	return; 
+    } 
+	
+    G_ReadDemoTiccmd (cmd);         // make SURE it is exactly the same 
+} 
+ 
+ 
+ 
+//
+// G_RecordDemo 
+// 
+void G_RecordDemo (char* name) 
+{ 
+    int             i; 
+    int				maxsize;
+	
+    usergame = false; 
+    strcpy (demoname, name); 
+    strcat (demoname, ".lmp"); 
+    maxsize = 0x20000;
+    i = M_CheckParm ("-maxdemo");
+    if (i && i<myargc-1)
+	maxsize = atoi(myargv[i+1])*1024;
+    demobuffer = Z_Malloc (maxsize,PU_STATIC,NULL); 
+    demoend = demobuffer + maxsize;
+	
+    demorecording = true; 
+} 
+ 
+ 
+void G_BeginRecording (void) 
+{ 
+    int             i; 
+		
+    demo_p = demobuffer;
+	
+    *demo_p++ = VERSION;
+    *demo_p++ = gameskill; 
+    *demo_p++ = gameepisode; 
+    *demo_p++ = gamemap; 
+    *demo_p++ = deathmatch; 
+    *demo_p++ = respawnparm;
+    *demo_p++ = fastparm;
+    *demo_p++ = nomonsters;
+    *demo_p++ = consoleplayer;
+	 
+    for (i=0 ; i<MAXPLAYERS ; i++) 
+	*demo_p++ = playeringame[i]; 		 
+} 
+ 
+
+//
+// G_PlayDemo 
+//
+
+char*	defdemoname; 
+ 
+void G_DeferedPlayDemo (char* name) 
+{ 
+    defdemoname = name; 
+    gameaction = ga_playdemo; 
+} 
+ 
+void G_DoPlayDemo (void) 
+{ 
+    skill_t skill; 
+    int             i, episode, map; 
+	 
+    gameaction = ga_nothing; 
+    demobuffer = demo_p = W_CacheLumpName (defdemoname, PU_STATIC); 
+    if ( *demo_p++ != VERSION)
+    {
+      fprintf( stderr, "Demo is from a different game version!\n");
+      gameaction = ga_nothing;
+      return;
+    }
+    
+    skill = *demo_p++; 
+    episode = *demo_p++; 
+    map = *demo_p++; 
+    deathmatch = *demo_p++;
+    respawnparm = *demo_p++;
+    fastparm = *demo_p++;
+    nomonsters = *demo_p++;
+    consoleplayer = *demo_p++;
+	
+    for (i=0 ; i<MAXPLAYERS ; i++) 
+	playeringame[i] = *demo_p++; 
+    if (playeringame[1]) 
+    { 
+	netgame = true; 
+	netdemo = true; 
+    }
+
+    // don't spend a lot of time in loadlevel 
+    precache = false;
+    G_InitNew (skill, episode, map); 
+    precache = true; 
+
+    usergame = false; 
+    demoplayback = true; 
+} 
+
+//
+// G_TimeDemo 
+//
+void G_TimeDemo (char* name) 
+{ 	 
+    nodrawers = M_CheckParm ("-nodraw"); 
+    noblit = M_CheckParm ("-noblit"); 
+    timingdemo = true; 
+    singletics = true; 
+
+    defdemoname = name; 
+    gameaction = ga_playdemo; 
+} 
+ 
+ 
+/* 
+=================== 
+= 
+= G_CheckDemoStatus 
+= 
+= Called after a death or level completion to allow demos to be cleaned up 
+= Returns true if a new demo loop action will take place 
+=================== 
+*/ 
+ 
+boolean G_CheckDemoStatus (void) 
+{ 
+    int             endtime; 
+	 
+    if (timingdemo) 
+    { 
+	endtime = I_GetTime (); 
+	I_Error ("timed %i gametics in %i realtics",gametic 
+		 , endtime-starttime); 
+    } 
+	 
+    if (demoplayback) 
+    { 
+	if (singledemo) 
+	    I_Quit (); 
+			 
+	Z_ChangeTag (demobuffer, PU_CACHE); 
+	demoplayback = false; 
+	netdemo = false;
+	netgame = false;
+	deathmatch = false;
+	playeringame[1] = playeringame[2] = playeringame[3] = 0;
+	respawnparm = false;
+	fastparm = false;
+	nomonsters = false;
+	consoleplayer = 0;
+	D_AdvanceDemo (); 
+	return true; 
+    } 
+ 
+    if (demorecording) 
+    { 
+	*demo_p++ = DEMOMARKER; 
+	M_WriteFile (demoname, demobuffer, demo_p - demobuffer); 
+	Z_Free (demobuffer); 
+	demorecording = false; 
+	I_Error ("Demo %s recorded",demoname); 
+    } 
+	 
+    return false; 
+} 
+ 
+ 
+ 
--- /dev/null
+++ b/src/g_game.h
@@ -1,0 +1,82 @@
+// Emacs style mode select   -*- C++ -*- 
+//-----------------------------------------------------------------------------
+//
+// $Id: g_game.h 4 2005-07-23 16:19:41Z fraggle $
+//
+// Copyright (C) 1993-1996 by id Software, Inc.
+//
+// This source is available for distribution and/or modification
+// only under the terms of the DOOM Source Code License as
+// published by id Software. All rights reserved.
+//
+// The source is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
+// for more details.
+//
+// DESCRIPTION:
+//   Duh.
+// 
+//-----------------------------------------------------------------------------
+
+
+#ifndef __G_GAME__
+#define __G_GAME__
+
+#include "doomdef.h"
+#include "d_event.h"
+
+
+
+//
+// GAME
+//
+void G_DeathMatchSpawnPlayer (int playernum);
+
+void G_InitNew (skill_t skill, int episode, int map);
+
+// Can be called by the startup code or M_Responder.
+// A normal game starts at map 1,
+// but a warp test can start elsewhere
+void G_DeferedInitNew (skill_t skill, int episode, int map);
+
+void G_DeferedPlayDemo (char* demo);
+
+// Can be called by the startup code or M_Responder,
+// calls P_SetupLevel or W_EnterWorld.
+void G_LoadGame (char* name);
+
+void G_DoLoadGame (void);
+
+// Called by M_Responder.
+void G_SaveGame (int slot, char* description);
+
+// Only called by startup code.
+void G_RecordDemo (char* name);
+
+void G_BeginRecording (void);
+
+void G_PlayDemo (char* name);
+void G_TimeDemo (char* name);
+boolean G_CheckDemoStatus (void);
+
+void G_ExitLevel (void);
+void G_SecretExitLevel (void);
+
+void G_WorldDone (void);
+
+void G_Ticker (void);
+boolean G_Responder (event_t*	ev);
+
+void G_ScreenShot (void);
+
+
+#endif
+//-----------------------------------------------------------------------------
+//
+// $Log$
+// Revision 1.1  2005/07/23 16:20:11  fraggle
+// Initial revision
+//
+//
+//-----------------------------------------------------------------------------
--- /dev/null
+++ b/src/hu_lib.c
@@ -1,0 +1,357 @@
+// Emacs style mode select   -*- C++ -*- 
+//-----------------------------------------------------------------------------
+//
+// $Id: hu_lib.c 4 2005-07-23 16:19:41Z fraggle $
+//
+// Copyright (C) 1993-1996 by id Software, Inc.
+//
+// This source is available for distribution and/or modification
+// only under the terms of the DOOM Source Code License as
+// published by id Software. All rights reserved.
+//
+// The source is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
+// for more details.
+//
+// $Log$
+// Revision 1.1  2005/07/23 16:19:55  fraggle
+// Initial revision
+//
+//
+// DESCRIPTION:  heads-up text and input code
+//
+//-----------------------------------------------------------------------------
+
+static const char
+rcsid[] = "$Id: hu_lib.c 4 2005-07-23 16:19:41Z fraggle $";
+
+#include <ctype.h>
+
+#include "doomdef.h"
+
+#include "v_video.h"
+#include "m_swap.h"
+
+#include "hu_lib.h"
+#include "r_local.h"
+#include "r_draw.h"
+
+// boolean : whether the screen is always erased
+#define noterased viewwindowx
+
+extern boolean	automapactive;	// in AM_map.c
+
+void HUlib_init(void)
+{
+}
+
+void HUlib_clearTextLine(hu_textline_t* t)
+{
+    t->len = 0;
+    t->l[0] = 0;
+    t->needsupdate = true;
+}
+
+void
+HUlib_initTextLine
+( hu_textline_t*	t,
+  int			x,
+  int			y,
+  patch_t**		f,
+  int			sc )
+{
+    t->x = x;
+    t->y = y;
+    t->f = f;
+    t->sc = sc;
+    HUlib_clearTextLine(t);
+}
+
+boolean
+HUlib_addCharToTextLine
+( hu_textline_t*	t,
+  char			ch )
+{
+
+    if (t->len == HU_MAXLINELENGTH)
+	return false;
+    else
+    {
+	t->l[t->len++] = ch;
+	t->l[t->len] = 0;
+	t->needsupdate = 4;
+	return true;
+    }
+
+}
+
+boolean HUlib_delCharFromTextLine(hu_textline_t* t)
+{
+
+    if (!t->len) return false;
+    else
+    {
+	t->l[--t->len] = 0;
+	t->needsupdate = 4;
+	return true;
+    }
+
+}
+
+void
+HUlib_drawTextLine
+( hu_textline_t*	l,
+  boolean		drawcursor )
+{
+
+    int			i;
+    int			w;
+    int			x;
+    unsigned char	c;
+
+    // draw the new stuff
+    x = l->x;
+    for (i=0;i<l->len;i++)
+    {
+	c = toupper(l->l[i]);
+	if (c != ' '
+	    && c >= l->sc
+	    && c <= '_')
+	{
+	    w = SHORT(l->f[c - l->sc]->width);
+	    if (x+w > SCREENWIDTH)
+		break;
+	    V_DrawPatchDirect(x, l->y, FG, l->f[c - l->sc]);
+	    x += w;
+	}
+	else
+	{
+	    x += 4;
+	    if (x >= SCREENWIDTH)
+		break;
+	}
+    }
+
+    // draw the cursor if requested
+    if (drawcursor
+	&& x + SHORT(l->f['_' - l->sc]->width) <= SCREENWIDTH)
+    {
+	V_DrawPatchDirect(x, l->y, FG, l->f['_' - l->sc]);
+    }
+}
+
+
+// sorta called by HU_Erase and just better darn get things straight
+void HUlib_eraseTextLine(hu_textline_t* l)
+{
+    int			lh;
+    int			y;
+    int			yoffset;
+    static boolean	lastautomapactive = true;
+
+    // Only erases when NOT in automap and the screen is reduced,
+    // and the text must either need updating or refreshing
+    // (because of a recent change back from the automap)
+
+    if (!automapactive &&
+	viewwindowx && l->needsupdate)
+    {
+	lh = SHORT(l->f[0]->height) + 1;
+	for (y=l->y,yoffset=y*SCREENWIDTH ; y<l->y+lh ; y++,yoffset+=SCREENWIDTH)
+	{
+	    if (y < viewwindowy || y >= viewwindowy + viewheight)
+		R_VideoErase(yoffset, SCREENWIDTH); // erase entire line
+	    else
+	    {
+		R_VideoErase(yoffset, viewwindowx); // erase left border
+		R_VideoErase(yoffset + viewwindowx + viewwidth, viewwindowx);
+		// erase right border
+	    }
+	}
+    }
+
+    lastautomapactive = automapactive;
+    if (l->needsupdate) l->needsupdate--;
+
+}
+
+void
+HUlib_initSText
+( hu_stext_t*	s,
+  int		x,
+  int		y,
+  int		h,
+  patch_t**	font,
+  int		startchar,
+  boolean*	on )
+{
+
+    int i;
+
+    s->h = h;
+    s->on = on;
+    s->laston = true;
+    s->cl = 0;
+    for (i=0;i<h;i++)
+	HUlib_initTextLine(&s->l[i],
+			   x, y - i*(SHORT(font[0]->height)+1),
+			   font, startchar);
+
+}
+
+void HUlib_addLineToSText(hu_stext_t* s)
+{
+
+    int i;
+
+    // add a clear line
+    if (++s->cl == s->h)
+	s->cl = 0;
+    HUlib_clearTextLine(&s->l[s->cl]);
+
+    // everything needs updating
+    for (i=0 ; i<s->h ; i++)
+	s->l[i].needsupdate = 4;
+
+}
+
+void
+HUlib_addMessageToSText
+( hu_stext_t*	s,
+  char*		prefix,
+  char*		msg )
+{
+    HUlib_addLineToSText(s);
+    if (prefix)
+	while (*prefix)
+	    HUlib_addCharToTextLine(&s->l[s->cl], *(prefix++));
+
+    while (*msg)
+	HUlib_addCharToTextLine(&s->l[s->cl], *(msg++));
+}
+
+void HUlib_drawSText(hu_stext_t* s)
+{
+    int i, idx;
+    hu_textline_t *l;
+
+    if (!*s->on)
+	return; // if not on, don't draw
+
+    // draw everything
+    for (i=0 ; i<s->h ; i++)
+    {
+	idx = s->cl - i;
+	if (idx < 0)
+	    idx += s->h; // handle queue of lines
+	
+	l = &s->l[idx];
+
+	// need a decision made here on whether to skip the draw
+	HUlib_drawTextLine(l, false); // no cursor, please
+    }
+
+}
+
+void HUlib_eraseSText(hu_stext_t* s)
+{
+
+    int i;
+
+    for (i=0 ; i<s->h ; i++)
+    {
+	if (s->laston && !*s->on)
+	    s->l[i].needsupdate = 4;
+	HUlib_eraseTextLine(&s->l[i]);
+    }
+    s->laston = *s->on;
+
+}
+
+void
+HUlib_initIText
+( hu_itext_t*	it,
+  int		x,
+  int		y,
+  patch_t**	font,
+  int		startchar,
+  boolean*	on )
+{
+    it->lm = 0; // default left margin is start of text
+    it->on = on;
+    it->laston = true;
+    HUlib_initTextLine(&it->l, x, y, font, startchar);
+}
+
+
+// The following deletion routines adhere to the left margin restriction
+void HUlib_delCharFromIText(hu_itext_t* it)
+{
+    if (it->l.len != it->lm)
+	HUlib_delCharFromTextLine(&it->l);
+}
+
+void HUlib_eraseLineFromIText(hu_itext_t* it)
+{
+    while (it->lm != it->l.len)
+	HUlib_delCharFromTextLine(&it->l);
+}
+
+// Resets left margin as well
+void HUlib_resetIText(hu_itext_t* it)
+{
+    it->lm = 0;
+    HUlib_clearTextLine(&it->l);
+}
+
+void
+HUlib_addPrefixToIText
+( hu_itext_t*	it,
+  char*		str )
+{
+    while (*str)
+	HUlib_addCharToTextLine(&it->l, *(str++));
+    it->lm = it->l.len;
+}
+
+// wrapper function for handling general keyed input.
+// returns true if it ate the key
+boolean
+HUlib_keyInIText
+( hu_itext_t*	it,
+  unsigned char ch )
+{
+
+    if (ch >= ' ' && ch <= '_') 
+  	HUlib_addCharToTextLine(&it->l, (char) ch);
+    else 
+	if (ch == KEY_BACKSPACE) 
+	    HUlib_delCharFromIText(it);
+	else 
+	    if (ch != KEY_ENTER) 
+		return false; // did not eat key
+
+    return true; // ate the key
+
+}
+
+void HUlib_drawIText(hu_itext_t* it)
+{
+
+    hu_textline_t *l = &it->l;
+
+    if (!*it->on)
+	return;
+    HUlib_drawTextLine(l, true); // draw the line w/ cursor
+
+}
+
+void HUlib_eraseIText(hu_itext_t* it)
+{
+    if (it->laston && !*it->on)
+	it->l.needsupdate = 4;
+    HUlib_eraseTextLine(&it->l);
+    it->laston = *it->on;
+}
+
--- /dev/null
+++ b/src/hu_lib.h
@@ -1,0 +1,199 @@
+// Emacs style mode select   -*- C++ -*- 
+//-----------------------------------------------------------------------------
+//
+// $Id: hu_lib.h 4 2005-07-23 16:19:41Z fraggle $
+//
+// Copyright (C) 1993-1996 by id Software, Inc.
+//
+// This source is available for distribution and/or modification
+// only under the terms of the DOOM Source Code License as
+// published by id Software. All rights reserved.
+//
+// The source is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
+// for more details.
+//
+// DESCRIPTION:  none
+//
+//-----------------------------------------------------------------------------
+
+#ifndef __HULIB__
+#define __HULIB__
+
+// We are referring to patches.
+#include "r_defs.h"
+
+
+// background and foreground screen numbers
+// different from other modules.
+#define BG			1
+#define FG			0
+
+// font stuff
+#define HU_CHARERASE	KEY_BACKSPACE
+
+#define HU_MAXLINES		4
+#define HU_MAXLINELENGTH	80
+
+//
+// Typedefs of widgets
+//
+
+// Text Line widget
+//  (parent of Scrolling Text and Input Text widgets)
+typedef struct
+{
+    // left-justified position of scrolling text window
+    int		x;
+    int		y;
+    
+    patch_t**	f;			// font
+    int		sc;			// start character
+    char	l[HU_MAXLINELENGTH+1];	// line of text
+    int		len;		      	// current line length
+
+    // whether this line needs to be udpated
+    int		needsupdate;	      
+
+} hu_textline_t;
+
+
+
+// Scrolling Text window widget
+//  (child of Text Line widget)
+typedef struct
+{
+    hu_textline_t	l[HU_MAXLINES];	// text lines to draw
+    int			h;		// height in lines
+    int			cl;		// current line number
+
+    // pointer to boolean stating whether to update window
+    boolean*		on;
+    boolean		laston;		// last value of *->on.
+
+} hu_stext_t;
+
+
+
+// Input Text Line widget
+//  (child of Text Line widget)
+typedef struct
+{
+    hu_textline_t	l;		// text line to input on
+
+     // left margin past which I am not to delete characters
+    int			lm;
+
+    // pointer to boolean stating whether to update window
+    boolean*		on; 
+    boolean		laston; // last value of *->on;
+
+} hu_itext_t;
+
+
+//
+// Widget creation, access, and update routines
+//
+
+// initializes heads-up widget library
+void HUlib_init(void);
+
+//
+// textline code
+//
+
+// clear a line of text
+void	HUlib_clearTextLine(hu_textline_t *t);
+
+void	HUlib_initTextLine(hu_textline_t *t, int x, int y, patch_t **f, int sc);
+
+// returns success
+boolean HUlib_addCharToTextLine(hu_textline_t *t, char ch);
+
+// returns success
+boolean HUlib_delCharFromTextLine(hu_textline_t *t);
+
+// draws tline
+void	HUlib_drawTextLine(hu_textline_t *l, boolean drawcursor);
+
+// erases text line
+void	HUlib_eraseTextLine(hu_textline_t *l); 
+
+
+//
+// Scrolling Text window widget routines
+//
+
+// ?
+void
+HUlib_initSText
+( hu_stext_t*	s,
+  int		x,
+  int		y,
+  int		h,
+  patch_t**	font,
+  int		startchar,
+  boolean*	on );
+
+// add a new line
+void HUlib_addLineToSText(hu_stext_t* s);  
+
+// ?
+void
+HUlib_addMessageToSText
+( hu_stext_t*	s,
+  char*		prefix,
+  char*		msg );
+
+// draws stext
+void HUlib_drawSText(hu_stext_t* s);
+
+// erases all stext lines
+void HUlib_eraseSText(hu_stext_t* s); 
+
+// Input Text Line widget routines
+void
+HUlib_initIText
+( hu_itext_t*	it,
+  int		x,
+  int		y,
+  patch_t**	font,
+  int		startchar,
+  boolean*	on );
+
+// enforces left margin
+void HUlib_delCharFromIText(hu_itext_t* it);
+
+// enforces left margin
+void HUlib_eraseLineFromIText(hu_itext_t* it);
+
+// resets line and left margin
+void HUlib_resetIText(hu_itext_t* it);
+
+// left of left-margin
+void
+HUlib_addPrefixToIText
+( hu_itext_t*	it,
+  char*		str );
+
+// whether eaten
+boolean
+HUlib_keyInIText
+( hu_itext_t*	it,
+  unsigned char ch );
+
+void HUlib_drawIText(hu_itext_t* it);
+
+// erases all itext lines
+void HUlib_eraseIText(hu_itext_t* it); 
+
+#endif
+//-----------------------------------------------------------------------------
+//
+// $Log$
+// Revision 1.1  2005/07/23 16:19:55  fraggle
+// Initial revision
+//
+//
+//-----------------------------------------------------------------------------
--- /dev/null
+++ b/src/hu_stuff.c
@@ -1,0 +1,762 @@
+// Emacs style mode select   -*- C++ -*- 
+//-----------------------------------------------------------------------------
+//
+// $Id: hu_stuff.c 4 2005-07-23 16:19:41Z fraggle $
+//
+// Copyright (C) 1993-1996 by id Software, Inc.
+//
+// This source is available for distribution and/or modification
+// only under the terms of the DOOM Source Code License as
+// published by id Software. All rights reserved.
+//
+// The source is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
+// for more details.
+//
+// $Log$
+// Revision 1.1  2005/07/23 16:19:56  fraggle
+// Initial revision
+//
+//
+// DESCRIPTION:  Heads-up displays
+//
+//-----------------------------------------------------------------------------
+
+static const char
+rcsid[] = "$Id: hu_stuff.c 4 2005-07-23 16:19:41Z fraggle $";
+
+#include <ctype.h>
+
+#include "doomdef.h"
+
+#include "z_zone.h"
+
+#include "m_swap.h"
+
+#include "hu_stuff.h"
+#include "hu_lib.h"
+#include "w_wad.h"
+
+#include "s_sound.h"
+
+#include "doomstat.h"
+
+// Data.
+#include "dstrings.h"
+#include "sounds.h"
+
+//
+// Locally used constants, shortcuts.
+//
+#define HU_TITLE	(mapnames[(gameepisode-1)*9+gamemap-1])
+#define HU_TITLE2	(mapnames2[gamemap-1])
+#define HU_TITLEP	(mapnamesp[gamemap-1])
+#define HU_TITLET	(mapnamest[gamemap-1])
+#define HU_TITLEHEIGHT	1
+#define HU_TITLEX	0
+#define HU_TITLEY	(167 - SHORT(hu_font[0]->height))
+
+#define HU_INPUTTOGGLE	't'
+#define HU_INPUTX	HU_MSGX
+#define HU_INPUTY	(HU_MSGY + HU_MSGHEIGHT*(SHORT(hu_font[0]->height) +1))
+#define HU_INPUTWIDTH	64
+#define HU_INPUTHEIGHT	1
+
+
+
+char*	chat_macros[] =
+{
+    HUSTR_CHATMACRO0,
+    HUSTR_CHATMACRO1,
+    HUSTR_CHATMACRO2,
+    HUSTR_CHATMACRO3,
+    HUSTR_CHATMACRO4,
+    HUSTR_CHATMACRO5,
+    HUSTR_CHATMACRO6,
+    HUSTR_CHATMACRO7,
+    HUSTR_CHATMACRO8,
+    HUSTR_CHATMACRO9
+};
+
+char*	player_names[] =
+{
+    HUSTR_PLRGREEN,
+    HUSTR_PLRINDIGO,
+    HUSTR_PLRBROWN,
+    HUSTR_PLRRED
+};
+
+
+char			chat_char; // remove later.
+static player_t*	plr;
+patch_t*		hu_font[HU_FONTSIZE];
+static hu_textline_t	w_title;
+boolean			chat_on;
+static hu_itext_t	w_chat;
+static boolean		always_off = false;
+static char		chat_dest[MAXPLAYERS];
+static hu_itext_t w_inputbuffer[MAXPLAYERS];
+
+static boolean		message_on;
+boolean			message_dontfuckwithme;
+static boolean		message_nottobefuckedwith;
+
+static hu_stext_t	w_message;
+static int		message_counter;
+
+extern int		showMessages;
+extern boolean		automapactive;
+
+static boolean		headsupactive = false;
+
+//
+// Builtin map names.
+// The actual names can be found in DStrings.h.
+//
+
+char*	mapnames[] =	// DOOM shareware/registered/retail (Ultimate) names.
+{
+
+    HUSTR_E1M1,
+    HUSTR_E1M2,
+    HUSTR_E1M3,
+    HUSTR_E1M4,
+    HUSTR_E1M5,
+    HUSTR_E1M6,
+    HUSTR_E1M7,
+    HUSTR_E1M8,
+    HUSTR_E1M9,
+
+    HUSTR_E2M1,
+    HUSTR_E2M2,
+    HUSTR_E2M3,
+    HUSTR_E2M4,
+    HUSTR_E2M5,
+    HUSTR_E2M6,
+    HUSTR_E2M7,
+    HUSTR_E2M8,
+    HUSTR_E2M9,
+
+    HUSTR_E3M1,
+    HUSTR_E3M2,
+    HUSTR_E3M3,
+    HUSTR_E3M4,
+    HUSTR_E3M5,
+    HUSTR_E3M6,
+    HUSTR_E3M7,
+    HUSTR_E3M8,
+    HUSTR_E3M9,
+
+    HUSTR_E4M1,
+    HUSTR_E4M2,
+    HUSTR_E4M3,
+    HUSTR_E4M4,
+    HUSTR_E4M5,
+    HUSTR_E4M6,
+    HUSTR_E4M7,
+    HUSTR_E4M8,
+    HUSTR_E4M9,
+
+    "NEWLEVEL",
+    "NEWLEVEL",
+    "NEWLEVEL",
+    "NEWLEVEL",
+    "NEWLEVEL",
+    "NEWLEVEL",
+    "NEWLEVEL",
+    "NEWLEVEL",
+    "NEWLEVEL"
+};
+
+char*	mapnames2[] =	// DOOM 2 map names.
+{
+    HUSTR_1,
+    HUSTR_2,
+    HUSTR_3,
+    HUSTR_4,
+    HUSTR_5,
+    HUSTR_6,
+    HUSTR_7,
+    HUSTR_8,
+    HUSTR_9,
+    HUSTR_10,
+    HUSTR_11,
+	
+    HUSTR_12,
+    HUSTR_13,
+    HUSTR_14,
+    HUSTR_15,
+    HUSTR_16,
+    HUSTR_17,
+    HUSTR_18,
+    HUSTR_19,
+    HUSTR_20,
+	
+    HUSTR_21,
+    HUSTR_22,
+    HUSTR_23,
+    HUSTR_24,
+    HUSTR_25,
+    HUSTR_26,
+    HUSTR_27,
+    HUSTR_28,
+    HUSTR_29,
+    HUSTR_30,
+    HUSTR_31,
+    HUSTR_32
+};
+
+
+char*	mapnamesp[] =	// Plutonia WAD map names.
+{
+    PHUSTR_1,
+    PHUSTR_2,
+    PHUSTR_3,
+    PHUSTR_4,
+    PHUSTR_5,
+    PHUSTR_6,
+    PHUSTR_7,
+    PHUSTR_8,
+    PHUSTR_9,
+    PHUSTR_10,
+    PHUSTR_11,
+	
+    PHUSTR_12,
+    PHUSTR_13,
+    PHUSTR_14,
+    PHUSTR_15,
+    PHUSTR_16,
+    PHUSTR_17,
+    PHUSTR_18,
+    PHUSTR_19,
+    PHUSTR_20,
+	
+    PHUSTR_21,
+    PHUSTR_22,
+    PHUSTR_23,
+    PHUSTR_24,
+    PHUSTR_25,
+    PHUSTR_26,
+    PHUSTR_27,
+    PHUSTR_28,
+    PHUSTR_29,
+    PHUSTR_30,
+    PHUSTR_31,
+    PHUSTR_32
+};
+
+
+char *mapnamest[] =	// TNT WAD map names.
+{
+    THUSTR_1,
+    THUSTR_2,
+    THUSTR_3,
+    THUSTR_4,
+    THUSTR_5,
+    THUSTR_6,
+    THUSTR_7,
+    THUSTR_8,
+    THUSTR_9,
+    THUSTR_10,
+    THUSTR_11,
+	
+    THUSTR_12,
+    THUSTR_13,
+    THUSTR_14,
+    THUSTR_15,
+    THUSTR_16,
+    THUSTR_17,
+    THUSTR_18,
+    THUSTR_19,
+    THUSTR_20,
+	
+    THUSTR_21,
+    THUSTR_22,
+    THUSTR_23,
+    THUSTR_24,
+    THUSTR_25,
+    THUSTR_26,
+    THUSTR_27,
+    THUSTR_28,
+    THUSTR_29,
+    THUSTR_30,
+    THUSTR_31,
+    THUSTR_32
+};
+
+
+const char*	shiftxform;
+
+const char french_shiftxform[] =
+{
+    0,
+    1, 2, 3, 4, 5, 6, 7, 8, 9, 10,
+    11, 12, 13, 14, 15, 16, 17, 18, 19, 20,
+    21, 22, 23, 24, 25, 26, 27, 28, 29, 30,
+    31,
+    ' ', '!', '"', '#', '$', '%', '&',
+    '"', // shift-'
+    '(', ')', '*', '+',
+    '?', // shift-,
+    '_', // shift--
+    '>', // shift-.
+    '?', // shift-/
+    '0', // shift-0
+    '1', // shift-1
+    '2', // shift-2
+    '3', // shift-3
+    '4', // shift-4
+    '5', // shift-5
+    '6', // shift-6
+    '7', // shift-7
+    '8', // shift-8
+    '9', // shift-9
+    '/',
+    '.', // shift-;
+    '<',
+    '+', // shift-=
+    '>', '?', '@',
+    'A', 'B', 'C', 'D', 'E', 'F', 'G', 'H', 'I', 'J', 'K', 'L', 'M', 'N',
+    'O', 'P', 'Q', 'R', 'S', 'T', 'U', 'V', 'W', 'X', 'Y', 'Z',
+    '[', // shift-[
+    '!', // shift-backslash - OH MY GOD DOES WATCOM SUCK
+    ']', // shift-]
+    '"', '_',
+    '\'', // shift-`
+    'A', 'B', 'C', 'D', 'E', 'F', 'G', 'H', 'I', 'J', 'K', 'L', 'M', 'N',
+    'O', 'P', 'Q', 'R', 'S', 'T', 'U', 'V', 'W', 'X', 'Y', 'Z',
+    '{', '|', '}', '~', 127
+
+};
+
+const char english_shiftxform[] =
+{
+
+    0,
+    1, 2, 3, 4, 5, 6, 7, 8, 9, 10,
+    11, 12, 13, 14, 15, 16, 17, 18, 19, 20,
+    21, 22, 23, 24, 25, 26, 27, 28, 29, 30,
+    31,
+    ' ', '!', '"', '#', '$', '%', '&',
+    '"', // shift-'
+    '(', ')', '*', '+',
+    '<', // shift-,
+    '_', // shift--
+    '>', // shift-.
+    '?', // shift-/
+    ')', // shift-0
+    '!', // shift-1
+    '@', // shift-2
+    '#', // shift-3
+    '$', // shift-4
+    '%', // shift-5
+    '^', // shift-6
+    '&', // shift-7
+    '*', // shift-8
+    '(', // shift-9
+    ':',
+    ':', // shift-;
+    '<',
+    '+', // shift-=
+    '>', '?', '@',
+    'A', 'B', 'C', 'D', 'E', 'F', 'G', 'H', 'I', 'J', 'K', 'L', 'M', 'N',
+    'O', 'P', 'Q', 'R', 'S', 'T', 'U', 'V', 'W', 'X', 'Y', 'Z',
+    '[', // shift-[
+    '!', // shift-backslash - OH MY GOD DOES WATCOM SUCK
+    ']', // shift-]
+    '"', '_',
+    '\'', // shift-`
+    'A', 'B', 'C', 'D', 'E', 'F', 'G', 'H', 'I', 'J', 'K', 'L', 'M', 'N',
+    'O', 'P', 'Q', 'R', 'S', 'T', 'U', 'V', 'W', 'X', 'Y', 'Z',
+    '{', '|', '}', '~', 127
+};
+
+char frenchKeyMap[128]=
+{
+    0,
+    1,2,3,4,5,6,7,8,9,10,
+    11,12,13,14,15,16,17,18,19,20,
+    21,22,23,24,25,26,27,28,29,30,
+    31,
+    ' ','!','"','#','$','%','&','%','(',')','*','+',';','-',':','!',
+    '0','1','2','3','4','5','6','7','8','9',':','M','<','=','>','?',
+    '@','Q','B','C','D','E','F','G','H','I','J','K','L',',','N','O',
+    'P','A','R','S','T','U','V','Z','X','Y','W','^','\\','$','^','_',
+    '@','Q','B','C','D','E','F','G','H','I','J','K','L',',','N','O',
+    'P','A','R','S','T','U','V','Z','X','Y','W','^','\\','$','^',127
+};
+
+char ForeignTranslation(unsigned char ch)
+{
+    return ch < 128 ? frenchKeyMap[ch] : ch;
+}
+
+void HU_Init(void)
+{
+
+    int		i;
+    int		j;
+    char	buffer[9];
+
+    if (french)
+	shiftxform = french_shiftxform;
+    else
+	shiftxform = english_shiftxform;
+
+    // load the heads-up font
+    j = HU_FONTSTART;
+    for (i=0;i<HU_FONTSIZE;i++)
+    {
+	sprintf(buffer, "STCFN%.3d", j++);
+	hu_font[i] = (patch_t *) W_CacheLumpName(buffer, PU_STATIC);
+    }
+
+}
+
+void HU_Stop(void)
+{
+    headsupactive = false;
+}
+
+void HU_Start(void)
+{
+
+    int		i;
+    char*	s;
+
+    if (headsupactive)
+	HU_Stop();
+
+    plr = &players[consoleplayer];
+    message_on = false;
+    message_dontfuckwithme = false;
+    message_nottobefuckedwith = false;
+    chat_on = false;
+
+    // create the message widget
+    HUlib_initSText(&w_message,
+		    HU_MSGX, HU_MSGY, HU_MSGHEIGHT,
+		    hu_font,
+		    HU_FONTSTART, &message_on);
+
+    // create the map title widget
+    HUlib_initTextLine(&w_title,
+		       HU_TITLEX, HU_TITLEY,
+		       hu_font,
+		       HU_FONTSTART);
+    
+    switch ( gamemode )
+    {
+      case shareware:
+      case registered:
+      case retail:
+	s = HU_TITLE;
+	break;
+
+/* FIXME
+      case pack_plut:
+	s = HU_TITLEP;
+	break;
+      case pack_tnt:
+	s = HU_TITLET;
+	break;
+*/
+	
+      case commercial:
+      default:
+	 s = HU_TITLE2;
+	 break;
+    }
+    
+    while (*s)
+	HUlib_addCharToTextLine(&w_title, *(s++));
+
+    // create the chat widget
+    HUlib_initIText(&w_chat,
+		    HU_INPUTX, HU_INPUTY,
+		    hu_font,
+		    HU_FONTSTART, &chat_on);
+
+    // create the inputbuffer widgets
+    for (i=0 ; i<MAXPLAYERS ; i++)
+	HUlib_initIText(&w_inputbuffer[i], 0, 0, 0, 0, &always_off);
+
+    headsupactive = true;
+
+}
+
+void HU_Drawer(void)
+{
+
+    HUlib_drawSText(&w_message);
+    HUlib_drawIText(&w_chat);
+    if (automapactive)
+	HUlib_drawTextLine(&w_title, false);
+
+}
+
+void HU_Erase(void)
+{
+
+    HUlib_eraseSText(&w_message);
+    HUlib_eraseIText(&w_chat);
+    HUlib_eraseTextLine(&w_title);
+
+}
+
+void HU_Ticker(void)
+{
+
+    int i, rc;
+    char c;
+
+    // tick down message counter if message is up
+    if (message_counter && !--message_counter)
+    {
+	message_on = false;
+	message_nottobefuckedwith = false;
+    }
+
+    if (showMessages || message_dontfuckwithme)
+    {
+
+	// display message if necessary
+	if ((plr->message && !message_nottobefuckedwith)
+	    || (plr->message && message_dontfuckwithme))
+	{
+	    HUlib_addMessageToSText(&w_message, 0, plr->message);
+	    plr->message = 0;
+	    message_on = true;
+	    message_counter = HU_MSGTIMEOUT;
+	    message_nottobefuckedwith = message_dontfuckwithme;
+	    message_dontfuckwithme = 0;
+	}
+
+    } // else message_on = false;
+
+    // check for incoming chat characters
+    if (netgame)
+    {
+	for (i=0 ; i<MAXPLAYERS; i++)
+	{
+	    if (!playeringame[i])
+		continue;
+	    if (i != consoleplayer
+		&& (c = players[i].cmd.chatchar))
+	    {
+		if (c <= HU_BROADCAST)
+		    chat_dest[i] = c;
+		else
+		{
+		    if (c >= 'a' && c <= 'z')
+			c = (char) shiftxform[(unsigned char) c];
+		    rc = HUlib_keyInIText(&w_inputbuffer[i], c);
+		    if (rc && c == KEY_ENTER)
+		    {
+			if (w_inputbuffer[i].l.len
+			    && (chat_dest[i] == consoleplayer+1
+				|| chat_dest[i] == HU_BROADCAST))
+			{
+			    HUlib_addMessageToSText(&w_message,
+						    player_names[i],
+						    w_inputbuffer[i].l.l);
+			    
+			    message_nottobefuckedwith = true;
+			    message_on = true;
+			    message_counter = HU_MSGTIMEOUT;
+			    if ( gamemode == commercial )
+			      S_StartSound(0, sfx_radio);
+			    else
+			      S_StartSound(0, sfx_tink);
+			}
+			HUlib_resetIText(&w_inputbuffer[i]);
+		    }
+		}
+		players[i].cmd.chatchar = 0;
+	    }
+	}
+    }
+
+}
+
+#define QUEUESIZE		128
+
+static char	chatchars[QUEUESIZE];
+static int	head = 0;
+static int	tail = 0;
+
+
+void HU_queueChatChar(char c)
+{
+    if (((head + 1) & (QUEUESIZE-1)) == tail)
+    {
+	plr->message = HUSTR_MSGU;
+    }
+    else
+    {
+	chatchars[head] = c;
+	head = (head + 1) & (QUEUESIZE-1);
+    }
+}
+
+char HU_dequeueChatChar(void)
+{
+    char c;
+
+    if (head != tail)
+    {
+	c = chatchars[tail];
+	tail = (tail + 1) & (QUEUESIZE-1);
+    }
+    else
+    {
+	c = 0;
+    }
+
+    return c;
+}
+
+boolean HU_Responder(event_t *ev)
+{
+
+    static char		lastmessage[HU_MAXLINELENGTH+1];
+    char*		macromessage;
+    boolean		eatkey = false;
+    static boolean	shiftdown = false;
+    static boolean	altdown = false;
+    unsigned char 	c;
+    int			i;
+    int			numplayers;
+    
+    static char		destination_keys[MAXPLAYERS] =
+    {
+	HUSTR_KEYGREEN,
+	HUSTR_KEYINDIGO,
+	HUSTR_KEYBROWN,
+	HUSTR_KEYRED
+    };
+    
+    static int		num_nobrainers = 0;
+
+    numplayers = 0;
+    for (i=0 ; i<MAXPLAYERS ; i++)
+	numplayers += playeringame[i];
+
+    if (ev->data1 == KEY_RSHIFT)
+    {
+	shiftdown = ev->type == ev_keydown;
+	return false;
+    }
+    else if (ev->data1 == KEY_RALT || ev->data1 == KEY_LALT)
+    {
+	altdown = ev->type == ev_keydown;
+	return false;
+    }
+
+    if (ev->type != ev_keydown)
+	return false;
+
+    if (!chat_on)
+    {
+	if (ev->data1 == HU_MSGREFRESH)
+	{
+	    message_on = true;
+	    message_counter = HU_MSGTIMEOUT;
+	    eatkey = true;
+	}
+	else if (netgame && ev->data1 == HU_INPUTTOGGLE)
+	{
+	    eatkey = chat_on = true;
+	    HUlib_resetIText(&w_chat);
+	    HU_queueChatChar(HU_BROADCAST);
+	}
+	else if (netgame && numplayers > 2)
+	{
+	    for (i=0; i<MAXPLAYERS ; i++)
+	    {
+		if (ev->data1 == destination_keys[i])
+		{
+		    if (playeringame[i] && i!=consoleplayer)
+		    {
+			eatkey = chat_on = true;
+			HUlib_resetIText(&w_chat);
+			HU_queueChatChar(i+1);
+			break;
+		    }
+		    else if (i == consoleplayer)
+		    {
+			num_nobrainers++;
+			if (num_nobrainers < 3)
+			    plr->message = HUSTR_TALKTOSELF1;
+			else if (num_nobrainers < 6)
+			    plr->message = HUSTR_TALKTOSELF2;
+			else if (num_nobrainers < 9)
+			    plr->message = HUSTR_TALKTOSELF3;
+			else if (num_nobrainers < 32)
+			    plr->message = HUSTR_TALKTOSELF4;
+			else
+			    plr->message = HUSTR_TALKTOSELF5;
+		    }
+		}
+	    }
+	}
+    }
+    else
+    {
+	c = ev->data1;
+	// send a macro
+	if (altdown)
+	{
+	    c = c - '0';
+	    if (c > 9)
+		return false;
+	    // fprintf(stderr, "got here\n");
+	    macromessage = chat_macros[c];
+	    
+	    // kill last message with a '\n'
+	    HU_queueChatChar(KEY_ENTER); // DEBUG!!!
+	    
+	    // send the macro message
+	    while (*macromessage)
+		HU_queueChatChar(*macromessage++);
+	    HU_queueChatChar(KEY_ENTER);
+	    
+	    // leave chat mode and notify that it was sent
+	    chat_on = false;
+	    strcpy(lastmessage, chat_macros[c]);
+	    plr->message = lastmessage;
+	    eatkey = true;
+	}
+	else
+	{
+	    if (french)
+		c = ForeignTranslation(c);
+	    if (shiftdown || (c >= 'a' && c <= 'z'))
+		c = shiftxform[c];
+	    eatkey = HUlib_keyInIText(&w_chat, c);
+	    if (eatkey)
+	    {
+		// static unsigned char buf[20]; // DEBUG
+		HU_queueChatChar(c);
+		
+		// sprintf(buf, "KEY: %d => %d", ev->data1, c);
+		//      plr->message = buf;
+	    }
+	    if (c == KEY_ENTER)
+	    {
+		chat_on = false;
+		if (w_chat.l.len)
+		{
+		    strcpy(lastmessage, w_chat.l.l);
+		    plr->message = lastmessage;
+		}
+	    }
+	    else if (c == KEY_ESCAPE)
+		chat_on = false;
+	}
+    }
+
+    return eatkey;
+
+}
--- /dev/null
+++ b/src/hu_stuff.h
@@ -1,0 +1,69 @@
+// Emacs style mode select   -*- C++ -*- 
+//-----------------------------------------------------------------------------
+//
+// $Id: hu_stuff.h 4 2005-07-23 16:19:41Z fraggle $
+//
+// Copyright (C) 1993-1996 by id Software, Inc.
+//
+// This source is available for distribution and/or modification
+// only under the terms of the DOOM Source Code License as
+// published by id Software. All rights reserved.
+//
+// The source is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
+// for more details.
+//
+// DESCRIPTION:  Head up display
+//
+//-----------------------------------------------------------------------------
+
+#ifndef __HU_STUFF_H__
+#define __HU_STUFF_H__
+
+#include "d_event.h"
+
+
+//
+// Globally visible constants.
+//
+#define HU_FONTSTART	'!'	// the first font characters
+#define HU_FONTEND	'_'	// the last font characters
+
+// Calculate # of glyphs in font.
+#define HU_FONTSIZE	(HU_FONTEND - HU_FONTSTART + 1)	
+
+#define HU_BROADCAST	5
+
+#define HU_MSGREFRESH	KEY_ENTER
+#define HU_MSGX		0
+#define HU_MSGY		0
+#define HU_MSGWIDTH	64	// in characters
+#define HU_MSGHEIGHT	1	// in lines
+
+#define HU_MSGTIMEOUT	(4*TICRATE)
+
+//
+// HEADS UP TEXT
+//
+
+void HU_Init(void);
+void HU_Start(void);
+
+boolean HU_Responder(event_t* ev);
+
+void HU_Ticker(void);
+void HU_Drawer(void);
+char HU_dequeueChatChar(void);
+void HU_Erase(void);
+
+
+#endif
+//-----------------------------------------------------------------------------
+//
+// $Log$
+// Revision 1.1  2005/07/23 16:19:56  fraggle
+// Initial revision
+//
+//
+//-----------------------------------------------------------------------------
--- /dev/null
+++ b/src/i_main.c
@@ -1,0 +1,48 @@
+// Emacs style mode select   -*- C++ -*- 
+//-----------------------------------------------------------------------------
+//
+// $Id: i_main.c 4 2005-07-23 16:19:41Z fraggle $
+//
+// Copyright (C) 1993-1996 by id Software, Inc.
+//
+// This source is available for distribution and/or modification
+// only under the terms of the DOOM Source Code License as
+// published by id Software. All rights reserved.
+//
+// The source is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
+// for more details.
+//
+// $Log$
+// Revision 1.1  2005/07/23 16:20:32  fraggle
+// Initial revision
+//
+//
+// DESCRIPTION:
+//	Main program, simply calls D_DoomMain high level loop.
+//
+//-----------------------------------------------------------------------------
+
+static const char
+rcsid[] = "$Id: i_main.c 4 2005-07-23 16:19:41Z fraggle $";
+
+
+
+#include "doomdef.h"
+
+#include "m_argv.h"
+#include "d_main.h"
+
+int
+main
+( int		argc,
+  char**	argv ) 
+{ 
+    myargc = argc; 
+    myargv = argv; 
+ 
+    D_DoomMain (); 
+
+    return 0;
+} 
--- /dev/null
+++ b/src/i_net.c
@@ -1,0 +1,351 @@
+// Emacs style mode select   -*- C++ -*- 
+//-----------------------------------------------------------------------------
+//
+// $Id: i_net.c 4 2005-07-23 16:19:41Z fraggle $
+//
+// Copyright (C) 1993-1996 by id Software, Inc.
+//
+// This source is available for distribution and/or modification
+// only under the terms of the DOOM Source Code License as
+// published by id Software. All rights reserved.
+//
+// The source is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
+// for more details.
+//
+// $Log$
+// Revision 1.1  2005/07/23 16:20:32  fraggle
+// Initial revision
+//
+//
+// DESCRIPTION:
+//
+//-----------------------------------------------------------------------------
+
+static const char
+rcsid[] = "$Id: i_net.c 4 2005-07-23 16:19:41Z fraggle $";
+
+#include <stdlib.h>
+#include <string.h>
+#include <stdio.h>
+
+#include <sys/socket.h>
+#include <netinet/in.h>
+#include <arpa/inet.h>
+#include <errno.h>
+#include <unistd.h>
+#include <netdb.h>
+#include <sys/ioctl.h>
+
+#include "i_system.h"
+#include "d_event.h"
+#include "d_net.h"
+#include "m_argv.h"
+
+#include "doomstat.h"
+
+#ifdef __GNUG__
+#pragma implementation "i_net.h"
+#endif
+#include "i_net.h"
+
+
+
+
+
+// For some odd reason...
+#define ntohl(x) \
+        ((unsigned long int)((((unsigned long int)(x) & 0x000000ffU) << 24) | \
+                             (((unsigned long int)(x) & 0x0000ff00U) <<  8) | \
+                             (((unsigned long int)(x) & 0x00ff0000U) >>  8) | \
+                             (((unsigned long int)(x) & 0xff000000U) >> 24)))
+
+#define ntohs(x) \
+        ((unsigned short int)((((unsigned short int)(x) & 0x00ff) << 8) | \
+                              (((unsigned short int)(x) & 0xff00) >> 8))) \
+	  
+#define htonl(x) ntohl(x)
+#define htons(x) ntohs(x)
+
+void	NetSend (void);
+boolean NetListen (void);
+
+
+//
+// NETWORKING
+//
+
+int	DOOMPORT =	(IPPORT_USERRESERVED +0x1d );
+
+int			sendsocket;
+int			insocket;
+
+struct	sockaddr_in	sendaddress[MAXNETNODES];
+
+void	(*netget) (void);
+void	(*netsend) (void);
+
+
+//
+// UDPsocket
+//
+int UDPsocket (void)
+{
+    int	s;
+	
+    // allocate a socket
+    s = socket (PF_INET, SOCK_DGRAM, IPPROTO_UDP);
+    if (s<0)
+	I_Error ("can't create socket: %s",strerror(errno));
+		
+    return s;
+}
+
+//
+// BindToLocalPort
+//
+void
+BindToLocalPort
+( int	s,
+  int	port )
+{
+    int			v;
+    struct sockaddr_in	address;
+	
+    memset (&address, 0, sizeof(address));
+    address.sin_family = AF_INET;
+    address.sin_addr.s_addr = INADDR_ANY;
+    address.sin_port = port;
+			
+    v = bind (s, (void *)&address, sizeof(address));
+    if (v == -1)
+	I_Error ("BindToPort: bind: %s", strerror(errno));
+}
+
+
+//
+// PacketSend
+//
+void PacketSend (void)
+{
+    int		c;
+    doomdata_t	sw;
+				
+    // byte swap
+    sw.checksum = htonl(netbuffer->checksum);
+    sw.player = netbuffer->player;
+    sw.retransmitfrom = netbuffer->retransmitfrom;
+    sw.starttic = netbuffer->starttic;
+    sw.numtics = netbuffer->numtics;
+    for (c=0 ; c< netbuffer->numtics ; c++)
+    {
+	sw.cmds[c].forwardmove = netbuffer->cmds[c].forwardmove;
+	sw.cmds[c].sidemove = netbuffer->cmds[c].sidemove;
+	sw.cmds[c].angleturn = htons(netbuffer->cmds[c].angleturn);
+	sw.cmds[c].consistancy = htons(netbuffer->cmds[c].consistancy);
+	sw.cmds[c].chatchar = netbuffer->cmds[c].chatchar;
+	sw.cmds[c].buttons = netbuffer->cmds[c].buttons;
+    }
+		
+    //printf ("sending %i\n",gametic);		
+    c = sendto (sendsocket , &sw, doomcom->datalength
+		,0,(void *)&sendaddress[doomcom->remotenode]
+		,sizeof(sendaddress[doomcom->remotenode]));
+	
+    //	if (c == -1)
+    //		I_Error ("SendPacket error: %s",strerror(errno));
+}
+
+
+//
+// PacketGet
+//
+void PacketGet (void)
+{
+    int			i;
+    int			c;
+    struct sockaddr_in	fromaddress;
+    int			fromlen;
+    doomdata_t		sw;
+				
+    fromlen = sizeof(fromaddress);
+    c = recvfrom (insocket, &sw, sizeof(sw), 0
+		  , (struct sockaddr *)&fromaddress, &fromlen );
+    if (c == -1 )
+    {
+	if (errno != EWOULDBLOCK)
+	    I_Error ("GetPacket: %s",strerror(errno));
+	doomcom->remotenode = -1;		// no packet
+	return;
+    }
+
+    {
+	static int first=1;
+	if (first)
+	    printf("len=%d:p=[0x%x 0x%x] \n", c, *(int*)&sw, *((int*)&sw+1));
+	first = 0;
+    }
+
+    // find remote node number
+    for (i=0 ; i<doomcom->numnodes ; i++)
+	if ( fromaddress.sin_addr.s_addr == sendaddress[i].sin_addr.s_addr )
+	    break;
+
+    if (i == doomcom->numnodes)
+    {
+	// packet is not from one of the players (new game broadcast)
+	doomcom->remotenode = -1;		// no packet
+	return;
+    }
+	
+    doomcom->remotenode = i;			// good packet from a game player
+    doomcom->datalength = c;
+	
+    // byte swap
+    netbuffer->checksum = ntohl(sw.checksum);
+    netbuffer->player = sw.player;
+    netbuffer->retransmitfrom = sw.retransmitfrom;
+    netbuffer->starttic = sw.starttic;
+    netbuffer->numtics = sw.numtics;
+
+    for (c=0 ; c< netbuffer->numtics ; c++)
+    {
+	netbuffer->cmds[c].forwardmove = sw.cmds[c].forwardmove;
+	netbuffer->cmds[c].sidemove = sw.cmds[c].sidemove;
+	netbuffer->cmds[c].angleturn = ntohs(sw.cmds[c].angleturn);
+	netbuffer->cmds[c].consistancy = ntohs(sw.cmds[c].consistancy);
+	netbuffer->cmds[c].chatchar = sw.cmds[c].chatchar;
+	netbuffer->cmds[c].buttons = sw.cmds[c].buttons;
+    }
+}
+
+
+
+int GetLocalAddress (void)
+{
+    char		hostname[1024];
+    struct hostent*	hostentry;	// host information entry
+    int			v;
+
+    // get local address
+    v = gethostname (hostname, sizeof(hostname));
+    if (v == -1)
+	I_Error ("GetLocalAddress : gethostname: errno %d",errno);
+	
+    hostentry = gethostbyname (hostname);
+    if (!hostentry)
+	I_Error ("GetLocalAddress : gethostbyname: couldn't get local host");
+		
+    return *(int *)hostentry->h_addr_list[0];
+}
+
+
+//
+// I_InitNetwork
+//
+void I_InitNetwork (void)
+{
+    boolean		trueval = true;
+    int			i;
+    int			p;
+    struct hostent*	hostentry;	// host information entry
+	
+    doomcom = malloc (sizeof (*doomcom) );
+    memset (doomcom, 0, sizeof(*doomcom) );
+    
+    // set up for network
+    i = M_CheckParm ("-dup");
+    if (i && i< myargc-1)
+    {
+	doomcom->ticdup = myargv[i+1][0]-'0';
+	if (doomcom->ticdup < 1)
+	    doomcom->ticdup = 1;
+	if (doomcom->ticdup > 9)
+	    doomcom->ticdup = 9;
+    }
+    else
+	doomcom-> ticdup = 1;
+	
+    if (M_CheckParm ("-extratic"))
+	doomcom-> extratics = 1;
+    else
+	doomcom-> extratics = 0;
+		
+    p = M_CheckParm ("-port");
+    if (p && p<myargc-1)
+    {
+	DOOMPORT = atoi (myargv[p+1]);
+	printf ("using alternate port %i\n",DOOMPORT);
+    }
+    
+    // parse network game options,
+    //  -net <consoleplayer> <host> <host> ...
+    i = M_CheckParm ("-net");
+    if (!i)
+    {
+	// single player game
+	netgame = false;
+	doomcom->id = DOOMCOM_ID;
+	doomcom->numplayers = doomcom->numnodes = 1;
+	doomcom->deathmatch = false;
+	doomcom->consoleplayer = 0;
+	return;
+    }
+
+    netsend = PacketSend;
+    netget = PacketGet;
+    netgame = true;
+
+    // parse player number and host list
+    doomcom->consoleplayer = myargv[i+1][0]-'1';
+
+    doomcom->numnodes = 1;	// this node for sure
+	
+    i++;
+    while (++i < myargc && myargv[i][0] != '-')
+    {
+	sendaddress[doomcom->numnodes].sin_family = AF_INET;
+	sendaddress[doomcom->numnodes].sin_port = htons(DOOMPORT);
+	if (myargv[i][0] == '.')
+	{
+	    sendaddress[doomcom->numnodes].sin_addr.s_addr 
+		= inet_addr (myargv[i]+1);
+	}
+	else
+	{
+	    hostentry = gethostbyname (myargv[i]);
+	    if (!hostentry)
+		I_Error ("gethostbyname: couldn't find %s", myargv[i]);
+	    sendaddress[doomcom->numnodes].sin_addr.s_addr 
+		= *(int *)hostentry->h_addr_list[0];
+	}
+	doomcom->numnodes++;
+    }
+	
+    doomcom->id = DOOMCOM_ID;
+    doomcom->numplayers = doomcom->numnodes;
+    
+    // build message to receive
+    insocket = UDPsocket ();
+    BindToLocalPort (insocket,htons(DOOMPORT));
+    ioctl (insocket, FIONBIO, &trueval);
+
+    sendsocket = UDPsocket ();
+}
+
+
+void I_NetCmd (void)
+{
+    if (doomcom->command == CMD_SEND)
+    {
+	netsend ();
+    }
+    else if (doomcom->command == CMD_GET)
+    {
+	netget ();
+    }
+    else
+	I_Error ("Bad net cmd: %i\n",doomcom->command);
+}
+
--- /dev/null
+++ b/src/i_net.h
@@ -1,0 +1,48 @@
+// Emacs style mode select   -*- C++ -*- 
+//-----------------------------------------------------------------------------
+//
+// $Id: i_net.h 4 2005-07-23 16:19:41Z fraggle $
+//
+// Copyright (C) 1993-1996 by id Software, Inc.
+//
+// This source is available for distribution and/or modification
+// only under the terms of the DOOM Source Code License as
+// published by id Software. All rights reserved.
+//
+// The source is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
+// for more details.
+//
+// DESCRIPTION:
+//	System specific network interface stuff.
+//
+//-----------------------------------------------------------------------------
+
+
+#ifndef __I_NET__
+#define __I_NET__
+
+
+#ifdef __GNUG__
+#pragma interface
+#endif
+
+
+
+// Called by D_DoomMain.
+
+
+void I_InitNetwork (void);
+void I_NetCmd (void);
+
+
+#endif
+//-----------------------------------------------------------------------------
+//
+// $Log$
+// Revision 1.1  2005/07/23 16:20:32  fraggle
+// Initial revision
+//
+//
+//-----------------------------------------------------------------------------
--- /dev/null
+++ b/src/i_sound.c
@@ -1,0 +1,988 @@
+// Emacs style mode select   -*- C++ -*- 
+//-----------------------------------------------------------------------------
+//
+// $Id: i_sound.c 4 2005-07-23 16:19:41Z fraggle $
+//
+// Copyright (C) 1993-1996 by id Software, Inc.
+//
+// This source is available for distribution and/or modification
+// only under the terms of the DOOM Source Code License as
+// published by id Software. All rights reserved.
+//
+// The source is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
+// for more details.
+//
+// $Log$
+// Revision 1.1  2005/07/23 16:20:46  fraggle
+// Initial revision
+//
+//
+// DESCRIPTION:
+//	System interface for sound.
+//
+//-----------------------------------------------------------------------------
+
+static const char
+rcsid[] = "$Id: i_sound.c 4 2005-07-23 16:19:41Z fraggle $";
+
+#include <stdio.h>
+#include <stdlib.h>
+#include <stdarg.h>
+
+#include <math.h>
+
+#include <sys/time.h>
+#include <sys/types.h>
+
+#ifndef LINUX
+#include <sys/filio.h>
+#endif
+
+#include <fcntl.h>
+#include <unistd.h>
+#include <sys/ioctl.h>
+
+// Linux voxware output.
+#include <linux/soundcard.h>
+
+// Timer stuff. Experimental.
+#include <time.h>
+#include <signal.h>
+
+#include "z_zone.h"
+
+#include "i_system.h"
+#include "i_sound.h"
+#include "m_argv.h"
+#include "m_misc.h"
+#include "w_wad.h"
+
+#include "doomdef.h"
+
+// UNIX hack, to be removed.
+#ifdef SNDSERV
+// Separate sound server process.
+FILE*	sndserver=0;
+char*	sndserver_filename = "./sndserver ";
+#elif SNDINTR
+
+// Update all 30 millisecs, approx. 30fps synchronized.
+// Linux resolution is allegedly 10 millisecs,
+//  scale is microseconds.
+#define SOUND_INTERVAL     500
+
+// Get the interrupt. Set duration in millisecs.
+int I_SoundSetTimer( int duration_of_tick );
+void I_SoundDelTimer( void );
+#else
+// None?
+#endif
+
+
+// A quick hack to establish a protocol between
+// synchronous mix buffer updates and asynchronous
+// audio writes. Probably redundant with gametic.
+static int flag = 0;
+
+// The number of internal mixing channels,
+//  the samples calculated for each mixing step,
+//  the size of the 16bit, 2 hardware channel (stereo)
+//  mixing buffer, and the samplerate of the raw data.
+
+
+// Needed for calling the actual sound output.
+#define SAMPLECOUNT		512
+#define NUM_CHANNELS		8
+// It is 2 for 16bit, and 2 for two channels.
+#define BUFMUL                  4
+#define MIXBUFFERSIZE		(SAMPLECOUNT*BUFMUL)
+
+#define SAMPLERATE		11025	// Hz
+#define SAMPLESIZE		2   	// 16bit
+
+// The actual lengths of all sound effects.
+int 		lengths[NUMSFX];
+
+// The actual output device.
+int	audio_fd;
+
+// The global mixing buffer.
+// Basically, samples from all active internal channels
+//  are modifed and added, and stored in the buffer
+//  that is submitted to the audio device.
+signed short	mixbuffer[MIXBUFFERSIZE];
+
+
+// The channel step amount...
+unsigned int	channelstep[NUM_CHANNELS];
+// ... and a 0.16 bit remainder of last step.
+unsigned int	channelstepremainder[NUM_CHANNELS];
+
+
+// The channel data pointers, start and end.
+unsigned char*	channels[NUM_CHANNELS];
+unsigned char*	channelsend[NUM_CHANNELS];
+
+
+// Time/gametic that the channel started playing,
+//  used to determine oldest, which automatically
+//  has lowest priority.
+// In case number of active sounds exceeds
+//  available channels.
+int		channelstart[NUM_CHANNELS];
+
+// The sound in channel handles,
+//  determined on registration,
+//  might be used to unregister/stop/modify,
+//  currently unused.
+int 		channelhandles[NUM_CHANNELS];
+
+// SFX id of the playing sound effect.
+// Used to catch duplicates (like chainsaw).
+int		channelids[NUM_CHANNELS];			
+
+// Pitch to stepping lookup, unused.
+int		steptable[256];
+
+// Volume lookups.
+int		vol_lookup[128*256];
+
+// Hardware left and right channel volume lookup.
+int*		channelleftvol_lookup[NUM_CHANNELS];
+int*		channelrightvol_lookup[NUM_CHANNELS];
+
+
+
+
+//
+// Safe ioctl, convenience.
+//
+void
+myioctl
+( int	fd,
+  int	command,
+  int*	arg )
+{   
+    int		rc;
+    extern int	errno;
+    
+    rc = ioctl(fd, command, arg);  
+    if (rc < 0)
+    {
+	fprintf(stderr, "ioctl(dsp,%d,arg) failed\n", command);
+	fprintf(stderr, "errno=%d\n", errno);
+	exit(-1);
+    }
+}
+
+
+
+
+
+//
+// This function loads the sound data from the WAD lump,
+//  for single sound.
+//
+void*
+getsfx
+( char*         sfxname,
+  int*          len )
+{
+    unsigned char*      sfx;
+    unsigned char*      paddedsfx;
+    int                 i;
+    int                 size;
+    int                 paddedsize;
+    char                name[20];
+    int                 sfxlump;
+
+    
+    // Get the sound data from the WAD, allocate lump
+    //  in zone memory.
+    sprintf(name, "ds%s", sfxname);
+
+    // Now, there is a severe problem with the
+    //  sound handling, in it is not (yet/anymore)
+    //  gamemode aware. That means, sounds from
+    //  DOOM II will be requested even with DOOM
+    //  shareware.
+    // The sound list is wired into sounds.c,
+    //  which sets the external variable.
+    // I do not do runtime patches to that
+    //  variable. Instead, we will use a
+    //  default sound for replacement.
+    if ( W_CheckNumForName(name) == -1 )
+      sfxlump = W_GetNumForName("dspistol");
+    else
+      sfxlump = W_GetNumForName(name);
+    
+    size = W_LumpLength( sfxlump );
+
+    // Debug.
+    // fprintf( stderr, "." );
+    //fprintf( stderr, " -loading  %s (lump %d, %d bytes)\n",
+    //	     sfxname, sfxlump, size );
+    //fflush( stderr );
+    
+    sfx = (unsigned char*)W_CacheLumpNum( sfxlump, PU_STATIC );
+
+    // Pads the sound effect out to the mixing buffer size.
+    // The original realloc would interfere with zone memory.
+    paddedsize = ((size-8 + (SAMPLECOUNT-1)) / SAMPLECOUNT) * SAMPLECOUNT;
+
+    // Allocate from zone memory.
+    paddedsfx = (unsigned char*)Z_Malloc( paddedsize+8, PU_STATIC, 0 );
+    // ddt: (unsigned char *) realloc(sfx, paddedsize+8);
+    // This should interfere with zone memory handling,
+    //  which does not kick in in the soundserver.
+
+    // Now copy and pad.
+    memcpy(  paddedsfx, sfx, size );
+    for (i=size ; i<paddedsize+8 ; i++)
+        paddedsfx[i] = 128;
+
+    // Remove the cached lump.
+    Z_Free( sfx );
+    
+    // Preserve padded length.
+    *len = paddedsize;
+
+    // Return allocated padded data.
+    return (void *) (paddedsfx + 8);
+}
+
+
+
+
+
+//
+// This function adds a sound to the
+//  list of currently active sounds,
+//  which is maintained as a given number
+//  (eight, usually) of internal channels.
+// Returns a handle.
+//
+int
+addsfx
+( int		sfxid,
+  int		volume,
+  int		step,
+  int		seperation )
+{
+    static unsigned short	handlenums = 0;
+ 
+    int		i;
+    int		rc = -1;
+    
+    int		oldest = gametic;
+    int		oldestnum = 0;
+    int		slot;
+
+    int		rightvol;
+    int		leftvol;
+
+    // Chainsaw troubles.
+    // Play these sound effects only one at a time.
+    if ( sfxid == sfx_sawup
+	 || sfxid == sfx_sawidl
+	 || sfxid == sfx_sawful
+	 || sfxid == sfx_sawhit
+	 || sfxid == sfx_stnmov
+	 || sfxid == sfx_pistol	 )
+    {
+	// Loop all channels, check.
+	for (i=0 ; i<NUM_CHANNELS ; i++)
+	{
+	    // Active, and using the same SFX?
+	    if ( (channels[i])
+		 && (channelids[i] == sfxid) )
+	    {
+		// Reset.
+		channels[i] = 0;
+		// We are sure that iff,
+		//  there will only be one.
+		break;
+	    }
+	}
+    }
+
+    // Loop all channels to find oldest SFX.
+    for (i=0; (i<NUM_CHANNELS) && (channels[i]); i++)
+    {
+	if (channelstart[i] < oldest)
+	{
+	    oldestnum = i;
+	    oldest = channelstart[i];
+	}
+    }
+
+    // Tales from the cryptic.
+    // If we found a channel, fine.
+    // If not, we simply overwrite the first one, 0.
+    // Probably only happens at startup.
+    if (i == NUM_CHANNELS)
+	slot = oldestnum;
+    else
+	slot = i;
+
+    // Okay, in the less recent channel,
+    //  we will handle the new SFX.
+    // Set pointer to raw data.
+    channels[slot] = (unsigned char *) S_sfx[sfxid].data;
+    // Set pointer to end of raw data.
+    channelsend[slot] = channels[slot] + lengths[sfxid];
+
+    // Reset current handle number, limited to 0..100.
+    if (!handlenums)
+	handlenums = 100;
+
+    // Assign current handle number.
+    // Preserved so sounds could be stopped (unused).
+    channelhandles[slot] = rc = handlenums++;
+
+    // Set stepping???
+    // Kinda getting the impression this is never used.
+    channelstep[slot] = step;
+    // ???
+    channelstepremainder[slot] = 0;
+    // Should be gametic, I presume.
+    channelstart[slot] = gametic;
+
+    // Separation, that is, orientation/stereo.
+    //  range is: 1 - 256
+    seperation += 1;
+
+    // Per left/right channel.
+    //  x^2 seperation,
+    //  adjust volume properly.
+    leftvol =
+	volume - ((volume*seperation*seperation) >> 16); ///(256*256);
+    seperation = seperation - 257;
+    rightvol =
+	volume - ((volume*seperation*seperation) >> 16);	
+
+    // Sanity check, clamp volume.
+    if (rightvol < 0 || rightvol > 127)
+	I_Error("rightvol out of bounds");
+    
+    if (leftvol < 0 || leftvol > 127)
+	I_Error("leftvol out of bounds");
+    
+    // Get the proper lookup table piece
+    //  for this volume level???
+    channelleftvol_lookup[slot] = &vol_lookup[leftvol*256];
+    channelrightvol_lookup[slot] = &vol_lookup[rightvol*256];
+
+    // Preserve sound SFX id,
+    //  e.g. for avoiding duplicates of chainsaw.
+    channelids[slot] = sfxid;
+
+    // You tell me.
+    return rc;
+}
+
+
+
+
+
+//
+// SFX API
+// Note: this was called by S_Init.
+// However, whatever they did in the
+// old DPMS based DOS version, this
+// were simply dummies in the Linux
+// version.
+// See soundserver initdata().
+//
+void I_SetChannels()
+{
+  // Init internal lookups (raw data, mixing buffer, channels).
+  // This function sets up internal lookups used during
+  //  the mixing process. 
+  int		i;
+  int		j;
+    
+  int*	steptablemid = steptable + 128;
+  
+  // Okay, reset internal mixing channels to zero.
+  /*for (i=0; i<NUM_CHANNELS; i++)
+  {
+    channels[i] = 0;
+  }*/
+
+  // This table provides step widths for pitch parameters.
+  // I fail to see that this is currently used.
+  for (i=-128 ; i<128 ; i++)
+    steptablemid[i] = (int)(pow(2.0, (i/64.0))*65536.0);
+  
+  
+  // Generates volume lookup tables
+  //  which also turn the unsigned samples
+  //  into signed samples.
+  for (i=0 ; i<128 ; i++)
+    for (j=0 ; j<256 ; j++)
+      vol_lookup[i*256+j] = (i*(j-128)*256)/127;
+}	
+
+ 
+void I_SetSfxVolume(int volume)
+{
+  // Identical to DOS.
+  // Basically, this should propagate
+  //  the menu/config file setting
+  //  to the state variable used in
+  //  the mixing.
+  snd_SfxVolume = volume;
+}
+
+// MUSIC API - dummy. Some code from DOS version.
+void I_SetMusicVolume(int volume)
+{
+  // Internal state variable.
+  snd_MusicVolume = volume;
+  // Now set volume on output device.
+  // Whatever( snd_MusciVolume );
+}
+
+
+//
+// Retrieve the raw data lump index
+//  for a given SFX name.
+//
+int I_GetSfxLumpNum(sfxinfo_t* sfx)
+{
+    char namebuf[9];
+    sprintf(namebuf, "ds%s", sfx->name);
+    return W_GetNumForName(namebuf);
+}
+
+//
+// Starting a sound means adding it
+//  to the current list of active sounds
+//  in the internal channels.
+// As the SFX info struct contains
+//  e.g. a pointer to the raw data,
+//  it is ignored.
+// As our sound handling does not handle
+//  priority, it is ignored.
+// Pitching (that is, increased speed of playback)
+//  is set, but currently not used by mixing.
+//
+int
+I_StartSound
+( int		id,
+  int		vol,
+  int		sep,
+  int		pitch,
+  int		priority )
+{
+
+  // UNUSED
+  priority = 0;
+  
+#ifdef SNDSERV 
+    if (sndserver)
+    {
+	fprintf(sndserver, "p%2.2x%2.2x%2.2x%2.2x\n", id, pitch, vol, sep);
+	fflush(sndserver);
+    }
+    // warning: control reaches end of non-void function.
+    return id;
+#else
+    // Debug.
+    //fprintf( stderr, "starting sound %d", id );
+    
+    // Returns a handle (not used).
+    id = addsfx( id, vol, steptable[pitch], sep );
+
+    // fprintf( stderr, "/handle is %d\n", id );
+    
+    return id;
+#endif
+}
+
+
+
+void I_StopSound (int handle)
+{
+  // You need the handle returned by StartSound.
+  // Would be looping all channels,
+  //  tracking down the handle,
+  //  an setting the channel to zero.
+  
+  // UNUSED.
+  handle = 0;
+}
+
+
+int I_SoundIsPlaying(int handle)
+{
+    // Ouch.
+    return gametic < handle;
+}
+
+
+
+
+//
+// This function loops all active (internal) sound
+//  channels, retrieves a given number of samples
+//  from the raw sound data, modifies it according
+//  to the current (internal) channel parameters,
+//  mixes the per channel samples into the global
+//  mixbuffer, clamping it to the allowed range,
+//  and sets up everything for transferring the
+//  contents of the mixbuffer to the (two)
+//  hardware channels (left and right, that is).
+//
+// This function currently supports only 16bit.
+//
+void I_UpdateSound( void )
+{
+#ifdef SNDINTR
+  // Debug. Count buffer misses with interrupt.
+  static int misses = 0;
+#endif
+
+  
+  // Mix current sound data.
+  // Data, from raw sound, for right and left.
+  register unsigned int	sample;
+  register int		dl;
+  register int		dr;
+  
+  // Pointers in global mixbuffer, left, right, end.
+  signed short*		leftout;
+  signed short*		rightout;
+  signed short*		leftend;
+  // Step in mixbuffer, left and right, thus two.
+  int				step;
+
+  // Mixing channel index.
+  int				chan;
+    
+    // Left and right channel
+    //  are in global mixbuffer, alternating.
+    leftout = mixbuffer;
+    rightout = mixbuffer+1;
+    step = 2;
+
+    // Determine end, for left channel only
+    //  (right channel is implicit).
+    leftend = mixbuffer + SAMPLECOUNT*step;
+
+    // Mix sounds into the mixing buffer.
+    // Loop over step*SAMPLECOUNT,
+    //  that is 512 values for two channels.
+    while (leftout != leftend)
+    {
+	// Reset left/right value. 
+	dl = 0;
+	dr = 0;
+
+	// Love thy L2 chache - made this a loop.
+	// Now more channels could be set at compile time
+	//  as well. Thus loop those  channels.
+	for ( chan = 0; chan < NUM_CHANNELS; chan++ )
+	{
+	    // Check channel, if active.
+	    if (channels[ chan ])
+	    {
+		// Get the raw data from the channel. 
+		sample = *channels[ chan ];
+		// Add left and right part
+		//  for this channel (sound)
+		//  to the current data.
+		// Adjust volume accordingly.
+		dl += channelleftvol_lookup[ chan ][sample];
+		dr += channelrightvol_lookup[ chan ][sample];
+		// Increment index ???
+		channelstepremainder[ chan ] += channelstep[ chan ];
+		// MSB is next sample???
+		channels[ chan ] += channelstepremainder[ chan ] >> 16;
+		// Limit to LSB???
+		channelstepremainder[ chan ] &= 65536-1;
+
+		// Check whether we are done.
+		if (channels[ chan ] >= channelsend[ chan ])
+		    channels[ chan ] = 0;
+	    }
+	}
+	
+	// Clamp to range. Left hardware channel.
+	// Has been char instead of short.
+	// if (dl > 127) *leftout = 127;
+	// else if (dl < -128) *leftout = -128;
+	// else *leftout = dl;
+
+	if (dl > 0x7fff)
+	    *leftout = 0x7fff;
+	else if (dl < -0x8000)
+	    *leftout = -0x8000;
+	else
+	    *leftout = dl;
+
+	// Same for right hardware channel.
+	if (dr > 0x7fff)
+	    *rightout = 0x7fff;
+	else if (dr < -0x8000)
+	    *rightout = -0x8000;
+	else
+	    *rightout = dr;
+
+	// Increment current pointers in mixbuffer.
+	leftout += step;
+	rightout += step;
+    }
+
+#ifdef SNDINTR
+    // Debug check.
+    if ( flag )
+    {
+      misses += flag;
+      flag = 0;
+    }
+    
+    if ( misses > 10 )
+    {
+      fprintf( stderr, "I_SoundUpdate: missed 10 buffer writes\n");
+      misses = 0;
+    }
+    
+    // Increment flag for update.
+    flag++;
+#endif
+}
+
+
+// 
+// This would be used to write out the mixbuffer
+//  during each game loop update.
+// Updates sound buffer and audio device at runtime. 
+// It is called during Timer interrupt with SNDINTR.
+// Mixing now done synchronous, and
+//  only output be done asynchronous?
+//
+void
+I_SubmitSound(void)
+{
+  // Write it to DSP device.
+  write(audio_fd, mixbuffer, SAMPLECOUNT*BUFMUL);
+}
+
+
+
+void
+I_UpdateSoundParams
+( int	handle,
+  int	vol,
+  int	sep,
+  int	pitch)
+{
+  // I fail too see that this is used.
+  // Would be using the handle to identify
+  //  on which channel the sound might be active,
+  //  and resetting the channel parameters.
+
+  // UNUSED.
+  handle = vol = sep = pitch = 0;
+}
+
+
+
+
+void I_ShutdownSound(void)
+{    
+#ifdef SNDSERV
+  if (sndserver)
+  {
+    // Send a "quit" command.
+    fprintf(sndserver, "q\n");
+    fflush(sndserver);
+  }
+#else
+  // Wait till all pending sounds are finished.
+  int done = 0;
+  int i;
+  
+
+  // FIXME (below).
+  fprintf( stderr, "I_ShutdownSound: NOT finishing pending sounds\n");
+  fflush( stderr );
+  
+  while ( !done )
+  {
+    for( i=0 ; i<8 && !channels[i] ; i++);
+    
+    // FIXME. No proper channel output.
+    //if (i==8)
+    done=1;
+  }
+#ifdef SNDINTR
+  I_SoundDelTimer();
+#endif
+  
+  // Cleaning up -releasing the DSP device.
+  close ( audio_fd );
+#endif
+
+  // Done.
+  return;
+}
+
+
+
+
+
+
+void
+I_InitSound()
+{ 
+#ifdef SNDSERV
+  char buffer[256];
+  
+  if (getenv("DOOMWADDIR"))
+    sprintf(buffer, "%s/%s",
+	    getenv("DOOMWADDIR"),
+	    sndserver_filename);
+  else
+    sprintf(buffer, "%s", sndserver_filename);
+  
+  // start sound process
+  if ( !access(buffer, X_OK) )
+  {
+    strcat(buffer, " -quiet");
+    sndserver = popen(buffer, "w");
+  }
+  else
+    fprintf(stderr, "Could not start sound server [%s]\n", buffer);
+#else
+    
+  int i;
+  
+#ifdef SNDINTR
+  fprintf( stderr, "I_SoundSetTimer: %d microsecs\n", SOUND_INTERVAL );
+  I_SoundSetTimer( SOUND_INTERVAL );
+#endif
+    
+  // Secure and configure sound device first.
+  fprintf( stderr, "I_InitSound: ");
+  
+  audio_fd = open("/dev/dsp", O_WRONLY);
+  if (audio_fd<0)
+    fprintf(stderr, "Could not open /dev/dsp\n");
+  
+                     
+  i = 11 | (2<<16);                                           
+  myioctl(audio_fd, SNDCTL_DSP_SETFRAGMENT, &i);
+  myioctl(audio_fd, SNDCTL_DSP_RESET, 0);
+  
+  i=SAMPLERATE;
+  
+  myioctl(audio_fd, SNDCTL_DSP_SPEED, &i);
+  
+  i=1;
+  myioctl(audio_fd, SNDCTL_DSP_STEREO, &i);
+  
+  myioctl(audio_fd, SNDCTL_DSP_GETFMTS, &i);
+  
+  if (i&=AFMT_S16_LE)    
+    myioctl(audio_fd, SNDCTL_DSP_SETFMT, &i);
+  else
+    fprintf(stderr, "Could not play signed 16 data\n");
+
+  fprintf(stderr, " configured audio device\n" );
+
+    
+  // Initialize external data (all sounds) at start, keep static.
+  fprintf( stderr, "I_InitSound: ");
+  
+  for (i=1 ; i<NUMSFX ; i++)
+  { 
+    // Alias? Example is the chaingun sound linked to pistol.
+    if (!S_sfx[i].link)
+    {
+      // Load data from WAD file.
+      S_sfx[i].data = getsfx( S_sfx[i].name, &lengths[i] );
+    }	
+    else
+    {
+      // Previously loaded already?
+      S_sfx[i].data = S_sfx[i].link->data;
+      lengths[i] = lengths[(S_sfx[i].link - S_sfx)/sizeof(sfxinfo_t)];
+    }
+  }
+
+  fprintf( stderr, " pre-cached all sound data\n");
+  
+  // Now initialize mixbuffer with zero.
+  for ( i = 0; i< MIXBUFFERSIZE; i++ )
+    mixbuffer[i] = 0;
+  
+  // Finished initialization.
+  fprintf(stderr, "I_InitSound: sound module ready\n");
+    
+#endif
+}
+
+
+
+
+//
+// MUSIC API.
+// Still no music done.
+// Remains. Dummies.
+//
+void I_InitMusic(void)		{ }
+void I_ShutdownMusic(void)	{ }
+
+static int	looping=0;
+static int	musicdies=-1;
+
+void I_PlaySong(int handle, int looping)
+{
+  // UNUSED.
+  handle = looping = 0;
+  musicdies = gametic + TICRATE*30;
+}
+
+void I_PauseSong (int handle)
+{
+  // UNUSED.
+  handle = 0;
+}
+
+void I_ResumeSong (int handle)
+{
+  // UNUSED.
+  handle = 0;
+}
+
+void I_StopSong(int handle)
+{
+  // UNUSED.
+  handle = 0;
+  
+  looping = 0;
+  musicdies = 0;
+}
+
+void I_UnRegisterSong(int handle)
+{
+  // UNUSED.
+  handle = 0;
+}
+
+int I_RegisterSong(void* data)
+{
+  // UNUSED.
+  data = NULL;
+  
+  return 1;
+}
+
+// Is the song playing?
+int I_QrySongPlaying(int handle)
+{
+  // UNUSED.
+  handle = 0;
+  return looping || musicdies > gametic;
+}
+
+
+
+//
+// Experimental stuff.
+// A Linux timer interrupt, for asynchronous
+//  sound output.
+// I ripped this out of the Timer class in
+//  our Difference Engine, including a few
+//  SUN remains...
+//  
+#ifdef sun
+    typedef     sigset_t        tSigSet;
+#else    
+    typedef     int             tSigSet;
+#endif
+
+
+// We might use SIGVTALRM and ITIMER_VIRTUAL, if the process
+//  time independend timer happens to get lost due to heavy load.
+// SIGALRM and ITIMER_REAL doesn't really work well.
+// There are issues with profiling as well.
+static int /*__itimer_which*/  itimer = ITIMER_REAL;
+
+static int sig = SIGALRM;
+
+// Interrupt handler.
+void I_HandleSoundTimer( int ignore )
+{
+  // Debug.
+  //fprintf( stderr, "%c", '+' ); fflush( stderr );
+  
+  // Feed sound device if necesary.
+  if ( flag )
+  {
+    // See I_SubmitSound().
+    // Write it to DSP device.
+    write(audio_fd, mixbuffer, SAMPLECOUNT*BUFMUL);
+
+    // Reset flag counter.
+    flag = 0;
+  }
+  else
+    return;
+  
+  // UNUSED, but required.
+  ignore = 0;
+  return;
+}
+
+// Get the interrupt. Set duration in millisecs.
+int I_SoundSetTimer( int duration_of_tick )
+{
+  // Needed for gametick clockwork.
+  struct itimerval    value;
+  struct itimerval    ovalue;
+  struct sigaction    act;
+  struct sigaction    oact;
+
+  int res;
+  
+  // This sets to SA_ONESHOT and SA_NOMASK, thus we can not use it.
+  //     signal( _sig, handle_SIG_TICK );
+  
+  // Now we have to change this attribute for repeated calls.
+  act.sa_handler = I_HandleSoundTimer;
+#ifndef sun    
+  //ac	t.sa_mask = _sig;
+#endif
+  act.sa_flags = SA_RESTART;
+  
+  sigaction( sig, &act, &oact );
+
+  value.it_interval.tv_sec    = 0;
+  value.it_interval.tv_usec   = duration_of_tick;
+  value.it_value.tv_sec       = 0;
+  value.it_value.tv_usec      = duration_of_tick;
+
+  // Error is -1.
+  res = setitimer( itimer, &value, &ovalue );
+
+  // Debug.
+  if ( res == -1 )
+    fprintf( stderr, "I_SoundSetTimer: interrupt n.a.\n");
+  
+  return res;
+}
+
+
+// Remove the interrupt. Set duration to zero.
+void I_SoundDelTimer()
+{
+  // Debug.
+  if ( I_SoundSetTimer( 0 ) == -1)
+    fprintf( stderr, "I_SoundDelTimer: failed to remove interrupt. Doh!\n");
+}
--- /dev/null
+++ b/src/i_sound.h
@@ -1,0 +1,125 @@
+// Emacs style mode select   -*- C++ -*- 
+//-----------------------------------------------------------------------------
+//
+// $Id: i_sound.h 4 2005-07-23 16:19:41Z fraggle $
+//
+// Copyright (C) 1993-1996 by id Software, Inc.
+//
+// This source is available for distribution and/or modification
+// only under the terms of the DOOM Source Code License as
+// published by id Software. All rights reserved.
+//
+// The source is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
+// for more details.
+//
+//
+// DESCRIPTION:
+//	System interface, sound.
+//
+//-----------------------------------------------------------------------------
+
+#ifndef __I_SOUND__
+#define __I_SOUND__
+
+#include "doomdef.h"
+
+// UNIX hack, to be removed.
+#ifdef SNDSERV
+#include <stdio.h>
+extern FILE* sndserver;
+extern char* sndserver_filename;
+#endif
+
+#include "doomstat.h"
+#include "sounds.h"
+
+
+
+// Init at program start...
+void I_InitSound();
+
+// ... update sound buffer and audio device at runtime...
+void I_UpdateSound(void);
+void I_SubmitSound(void);
+
+// ... shut down and relase at program termination.
+void I_ShutdownSound(void);
+
+
+//
+//  SFX I/O
+//
+
+// Initialize channels?
+void I_SetChannels();
+
+// Get raw data lump index for sound descriptor.
+int I_GetSfxLumpNum (sfxinfo_t* sfxinfo );
+
+
+// Starts a sound in a particular sound channel.
+int
+I_StartSound
+( int		id,
+  int		vol,
+  int		sep,
+  int		pitch,
+  int		priority );
+
+
+// Stops a sound channel.
+void I_StopSound(int handle);
+
+// Called by S_*() functions
+//  to see if a channel is still playing.
+// Returns 0 if no longer playing, 1 if playing.
+int I_SoundIsPlaying(int handle);
+
+// Updates the volume, separation,
+//  and pitch of a sound channel.
+void
+I_UpdateSoundParams
+( int		handle,
+  int		vol,
+  int		sep,
+  int		pitch );
+
+
+//
+//  MUSIC I/O
+//
+void I_InitMusic(void);
+void I_ShutdownMusic(void);
+// Volume.
+void I_SetMusicVolume(int volume);
+// PAUSE game handling.
+void I_PauseSong(int handle);
+void I_ResumeSong(int handle);
+// Registers a song handle to song data.
+int I_RegisterSong(void *data);
+// Called by anything that wishes to start music.
+//  plays a song, and when the song is done,
+//  starts playing it again in an endless loop.
+// Horrible thing to do, considering.
+void
+I_PlaySong
+( int		handle,
+  int		looping );
+// Stops a song over 3 seconds.
+void I_StopSong(int handle);
+// See above (register), then think backwards
+void I_UnRegisterSong(int handle);
+
+
+
+#endif
+//-----------------------------------------------------------------------------
+//
+// $Log$
+// Revision 1.1  2005/07/23 16:20:46  fraggle
+// Initial revision
+//
+//
+//-----------------------------------------------------------------------------
--- /dev/null
+++ b/src/i_system.c
@@ -1,0 +1,186 @@
+// Emacs style mode select   -*- C++ -*- 
+//-----------------------------------------------------------------------------
+//
+// $Id: i_system.c 4 2005-07-23 16:19:41Z fraggle $
+//
+// Copyright (C) 1993-1996 by id Software, Inc.
+//
+// This source is available for distribution and/or modification
+// only under the terms of the DOOM Source Code License as
+// published by id Software. All rights reserved.
+//
+// The source is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
+// for more details.
+//
+// $Log$
+// Revision 1.1  2005/07/23 16:20:39  fraggle
+// Initial revision
+//
+//
+// DESCRIPTION:
+//
+//-----------------------------------------------------------------------------
+
+static const char
+rcsid[] = "$Id: i_system.c 4 2005-07-23 16:19:41Z fraggle $";
+
+
+#include <stdlib.h>
+#include <stdio.h>
+#include <string.h>
+
+#include <stdarg.h>
+#include <sys/time.h>
+#include <unistd.h>
+
+#include "doomdef.h"
+#include "m_misc.h"
+#include "i_video.h"
+#include "i_sound.h"
+
+#include "d_net.h"
+#include "g_game.h"
+
+#ifdef __GNUG__
+#pragma implementation "i_system.h"
+#endif
+#include "i_system.h"
+
+
+
+
+int	mb_used = 6;
+
+
+void
+I_Tactile
+( int	on,
+  int	off,
+  int	total )
+{
+  // UNUSED.
+  on = off = total = 0;
+}
+
+ticcmd_t	emptycmd;
+ticcmd_t*	I_BaseTiccmd(void)
+{
+    return &emptycmd;
+}
+
+
+int  I_GetHeapSize (void)
+{
+    return mb_used*1024*1024;
+}
+
+byte* I_ZoneBase (int*	size)
+{
+    *size = mb_used*1024*1024;
+    return (byte *) malloc (*size);
+}
+
+
+
+//
+// I_GetTime
+// returns time in 1/70th second tics
+//
+int  I_GetTime (void)
+{
+    struct timeval	tp;
+    struct timezone	tzp;
+    int			newtics;
+    static int		basetime=0;
+  
+    gettimeofday(&tp, &tzp);
+    if (!basetime)
+	basetime = tp.tv_sec;
+    newtics = (tp.tv_sec-basetime)*TICRATE + tp.tv_usec*TICRATE/1000000;
+    return newtics;
+}
+
+
+
+//
+// I_Init
+//
+void I_Init (void)
+{
+    I_InitSound();
+    //  I_InitGraphics();
+}
+
+//
+// I_Quit
+//
+void I_Quit (void)
+{
+    D_QuitNetGame ();
+    I_ShutdownSound();
+    I_ShutdownMusic();
+    M_SaveDefaults ();
+    I_ShutdownGraphics();
+    exit(0);
+}
+
+void I_WaitVBL(int count)
+{
+#ifdef SGI
+    sginap(1);                                           
+#else
+#ifdef SUN
+    sleep(0);
+#else
+    usleep (count * (1000000/70) );                                
+#endif
+#endif
+}
+
+void I_BeginRead(void)
+{
+}
+
+void I_EndRead(void)
+{
+}
+
+byte*	I_AllocLow(int length)
+{
+    byte*	mem;
+        
+    mem = (byte *)malloc (length);
+    memset (mem,0,length);
+    return mem;
+}
+
+
+//
+// I_Error
+//
+extern boolean demorecording;
+
+void I_Error (char *error, ...)
+{
+    va_list	argptr;
+
+    // Message first.
+    va_start (argptr,error);
+    fprintf (stderr, "Error: ");
+    vfprintf (stderr,error,argptr);
+    fprintf (stderr, "\n");
+    va_end (argptr);
+
+    fflush( stderr );
+
+    // Shutdown. Here might be other errors.
+    if (demorecording)
+	G_CheckDemoStatus();
+
+    D_QuitNetGame ();
+    I_ShutdownGraphics();
+    
+    exit(-1);
+}
--- /dev/null
+++ b/src/i_system.h
@@ -1,0 +1,100 @@
+// Emacs style mode select   -*- C++ -*- 
+//-----------------------------------------------------------------------------
+//
+// $Id: i_system.h 4 2005-07-23 16:19:41Z fraggle $
+//
+// Copyright (C) 1993-1996 by id Software, Inc.
+//
+// This source is available for distribution and/or modification
+// only under the terms of the DOOM Source Code License as
+// published by id Software. All rights reserved.
+//
+// The source is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
+// for more details.
+//
+// DESCRIPTION:
+//	System specific interface stuff.
+//
+//-----------------------------------------------------------------------------
+
+
+#ifndef __I_SYSTEM__
+#define __I_SYSTEM__
+
+#include "d_ticcmd.h"
+#include "d_event.h"
+
+#ifdef __GNUG__
+#pragma interface
+#endif
+
+
+// Called by DoomMain.
+void I_Init (void);
+
+// Called by startup code
+// to get the ammount of memory to malloc
+// for the zone management.
+byte*	I_ZoneBase (int *size);
+
+
+// Called by D_DoomLoop,
+// returns current time in tics.
+int I_GetTime (void);
+
+
+//
+// Called by D_DoomLoop,
+// called before processing any tics in a frame
+// (just after displaying a frame).
+// Time consuming syncronous operations
+// are performed here (joystick reading).
+// Can call D_PostEvent.
+//
+void I_StartFrame (void);
+
+
+//
+// Called by D_DoomLoop,
+// called before processing each tic in a frame.
+// Quick syncronous operations are performed here.
+// Can call D_PostEvent.
+void I_StartTic (void);
+
+// Asynchronous interrupt functions should maintain private queues
+// that are read by the synchronous functions
+// to be converted into events.
+
+// Either returns a null ticcmd,
+// or calls a loadable driver to build it.
+// This ticcmd will then be modified by the gameloop
+// for normal input.
+ticcmd_t* I_BaseTiccmd (void);
+
+
+// Called by M_Responder when quit is selected.
+// Clean exit, displays sell blurb.
+void I_Quit (void);
+
+
+// Allocates from low memory under dos,
+// just mallocs under unix
+byte* I_AllocLow (int length);
+
+void I_Tactile (int on, int off, int total);
+
+
+void I_Error (char *error, ...);
+
+
+#endif
+//-----------------------------------------------------------------------------
+//
+// $Log$
+// Revision 1.1  2005/07/23 16:20:39  fraggle
+// Initial revision
+//
+//
+//-----------------------------------------------------------------------------
--- /dev/null
+++ b/src/i_video.c
@@ -1,0 +1,1053 @@
+// Emacs style mode select   -*- C++ -*- 
+//-----------------------------------------------------------------------------
+//
+// $Id: i_video.c 4 2005-07-23 16:19:41Z fraggle $
+//
+// Copyright (C) 1993-1996 by id Software, Inc.
+//
+// This source is available for distribution and/or modification
+// only under the terms of the DOOM Source Code License as
+// published by id Software. All rights reserved.
+//
+// The source is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
+// for more details.
+//
+// $Log$
+// Revision 1.1  2005/07/23 16:19:58  fraggle
+// Initial revision
+//
+//
+// DESCRIPTION:
+//	DOOM graphics stuff for X11, UNIX.
+//
+//-----------------------------------------------------------------------------
+
+static const char
+rcsid[] = "$Id: i_video.c 4 2005-07-23 16:19:41Z fraggle $";
+
+#include <stdlib.h>
+#include <unistd.h>
+#include <sys/ipc.h>
+#include <sys/shm.h>
+
+#include <X11/Xlib.h>
+#include <X11/Xutil.h>
+#include <X11/keysym.h>
+
+#include <X11/extensions/XShm.h>
+// Had to dig up XShm.c for this one.
+// It is in the libXext, but not in the XFree86 headers.
+#ifdef LINUX
+int XShmGetEventBase( Display* dpy ); // problems with g++?
+#endif
+
+#include <stdarg.h>
+#include <sys/time.h>
+#include <sys/types.h>
+#include <sys/socket.h>
+
+#include <netinet/in.h>
+#include <errnos.h>
+#include <signal.h>
+
+#include "doomstat.h"
+#include "i_system.h"
+#include "v_video.h"
+#include "m_argv.h"
+#include "d_main.h"
+
+#include "doomdef.h"
+
+#define POINTER_WARP_COUNTDOWN	1
+
+Display*	X_display=0;
+Window		X_mainWindow;
+Colormap	X_cmap;
+Visual*		X_visual;
+GC		X_gc;
+XEvent		X_event;
+int		X_screen;
+XVisualInfo	X_visualinfo;
+XImage*		image;
+int		X_width;
+int		X_height;
+
+// MIT SHared Memory extension.
+boolean		doShm;
+
+XShmSegmentInfo	X_shminfo;
+int		X_shmeventtype;
+
+// Fake mouse handling.
+// This cannot work properly w/o DGA.
+// Needs an invisible mouse cursor at least.
+boolean		grabMouse;
+int		doPointerWarp = POINTER_WARP_COUNTDOWN;
+
+// Blocky mode,
+// replace each 320x200 pixel with multiply*multiply pixels.
+// According to Dave Taylor, it still is a bonehead thing
+// to use ....
+static int	multiply=1;
+
+
+//
+//  Translates the key currently in X_event
+//
+
+int xlatekey(void)
+{
+
+    int rc;
+
+    switch(rc = XKeycodeToKeysym(X_display, X_event.xkey.keycode, 0))
+    {
+      case XK_Left:	rc = KEY_LEFTARROW;	break;
+      case XK_Right:	rc = KEY_RIGHTARROW;	break;
+      case XK_Down:	rc = KEY_DOWNARROW;	break;
+      case XK_Up:	rc = KEY_UPARROW;	break;
+      case XK_Escape:	rc = KEY_ESCAPE;	break;
+      case XK_Return:	rc = KEY_ENTER;		break;
+      case XK_Tab:	rc = KEY_TAB;		break;
+      case XK_F1:	rc = KEY_F1;		break;
+      case XK_F2:	rc = KEY_F2;		break;
+      case XK_F3:	rc = KEY_F3;		break;
+      case XK_F4:	rc = KEY_F4;		break;
+      case XK_F5:	rc = KEY_F5;		break;
+      case XK_F6:	rc = KEY_F6;		break;
+      case XK_F7:	rc = KEY_F7;		break;
+      case XK_F8:	rc = KEY_F8;		break;
+      case XK_F9:	rc = KEY_F9;		break;
+      case XK_F10:	rc = KEY_F10;		break;
+      case XK_F11:	rc = KEY_F11;		break;
+      case XK_F12:	rc = KEY_F12;		break;
+	
+      case XK_BackSpace:
+      case XK_Delete:	rc = KEY_BACKSPACE;	break;
+
+      case XK_Pause:	rc = KEY_PAUSE;		break;
+
+      case XK_KP_Equal:
+      case XK_equal:	rc = KEY_EQUALS;	break;
+
+      case XK_KP_Subtract:
+      case XK_minus:	rc = KEY_MINUS;		break;
+
+      case XK_Shift_L:
+      case XK_Shift_R:
+	rc = KEY_RSHIFT;
+	break;
+	
+      case XK_Control_L:
+      case XK_Control_R:
+	rc = KEY_RCTRL;
+	break;
+	
+      case XK_Alt_L:
+      case XK_Meta_L:
+      case XK_Alt_R:
+      case XK_Meta_R:
+	rc = KEY_RALT;
+	break;
+	
+      default:
+	if (rc >= XK_space && rc <= XK_asciitilde)
+	    rc = rc - XK_space + ' ';
+	if (rc >= 'A' && rc <= 'Z')
+	    rc = rc - 'A' + 'a';
+	break;
+    }
+
+    return rc;
+
+}
+
+void I_ShutdownGraphics(void)
+{
+  // Detach from X server
+  if (!XShmDetach(X_display, &X_shminfo))
+	    I_Error("XShmDetach() failed in I_ShutdownGraphics()");
+
+  // Release shared memory.
+  shmdt(X_shminfo.shmaddr);
+  shmctl(X_shminfo.shmid, IPC_RMID, 0);
+
+  // Paranoia.
+  image->data = NULL;
+}
+
+
+
+//
+// I_StartFrame
+//
+void I_StartFrame (void)
+{
+    // er?
+
+}
+
+static int	lastmousex = 0;
+static int	lastmousey = 0;
+boolean		mousemoved = false;
+boolean		shmFinished;
+
+void I_GetEvent(void)
+{
+
+    event_t event;
+
+    // put event-grabbing stuff in here
+    XNextEvent(X_display, &X_event);
+    switch (X_event.type)
+    {
+      case KeyPress:
+	event.type = ev_keydown;
+	event.data1 = xlatekey();
+	D_PostEvent(&event);
+	// fprintf(stderr, "k");
+	break;
+      case KeyRelease:
+	event.type = ev_keyup;
+	event.data1 = xlatekey();
+	D_PostEvent(&event);
+	// fprintf(stderr, "ku");
+	break;
+      case ButtonPress:
+	event.type = ev_mouse;
+	event.data1 =
+	    (X_event.xbutton.state & Button1Mask)
+	    | (X_event.xbutton.state & Button2Mask ? 2 : 0)
+	    | (X_event.xbutton.state & Button3Mask ? 4 : 0)
+	    | (X_event.xbutton.button == Button1)
+	    | (X_event.xbutton.button == Button2 ? 2 : 0)
+	    | (X_event.xbutton.button == Button3 ? 4 : 0);
+	event.data2 = event.data3 = 0;
+	D_PostEvent(&event);
+	// fprintf(stderr, "b");
+	break;
+      case ButtonRelease:
+	event.type = ev_mouse;
+	event.data1 =
+	    (X_event.xbutton.state & Button1Mask)
+	    | (X_event.xbutton.state & Button2Mask ? 2 : 0)
+	    | (X_event.xbutton.state & Button3Mask ? 4 : 0);
+	// suggest parentheses around arithmetic in operand of |
+	event.data1 =
+	    event.data1
+	    ^ (X_event.xbutton.button == Button1 ? 1 : 0)
+	    ^ (X_event.xbutton.button == Button2 ? 2 : 0)
+	    ^ (X_event.xbutton.button == Button3 ? 4 : 0);
+	event.data2 = event.data3 = 0;
+	D_PostEvent(&event);
+	// fprintf(stderr, "bu");
+	break;
+      case MotionNotify:
+	event.type = ev_mouse;
+	event.data1 =
+	    (X_event.xmotion.state & Button1Mask)
+	    | (X_event.xmotion.state & Button2Mask ? 2 : 0)
+	    | (X_event.xmotion.state & Button3Mask ? 4 : 0);
+	event.data2 = (X_event.xmotion.x - lastmousex) << 2;
+	event.data3 = (lastmousey - X_event.xmotion.y) << 2;
+
+	if (event.data2 || event.data3)
+	{
+	    lastmousex = X_event.xmotion.x;
+	    lastmousey = X_event.xmotion.y;
+	    if (X_event.xmotion.x != X_width/2 &&
+		X_event.xmotion.y != X_height/2)
+	    {
+		D_PostEvent(&event);
+		// fprintf(stderr, "m");
+		mousemoved = false;
+	    } else
+	    {
+		mousemoved = true;
+	    }
+	}
+	break;
+	
+      case Expose:
+      case ConfigureNotify:
+	break;
+	
+      default:
+	if (doShm && X_event.type == X_shmeventtype) shmFinished = true;
+	break;
+    }
+
+}
+
+Cursor
+createnullcursor
+( Display*	display,
+  Window	root )
+{
+    Pixmap cursormask;
+    XGCValues xgc;
+    GC gc;
+    XColor dummycolour;
+    Cursor cursor;
+
+    cursormask = XCreatePixmap(display, root, 1, 1, 1/*depth*/);
+    xgc.function = GXclear;
+    gc =  XCreateGC(display, cursormask, GCFunction, &xgc);
+    XFillRectangle(display, cursormask, gc, 0, 0, 1, 1);
+    dummycolour.pixel = 0;
+    dummycolour.red = 0;
+    dummycolour.flags = 04;
+    cursor = XCreatePixmapCursor(display, cursormask, cursormask,
+				 &dummycolour,&dummycolour, 0,0);
+    XFreePixmap(display,cursormask);
+    XFreeGC(display,gc);
+    return cursor;
+}
+
+//
+// I_StartTic
+//
+void I_StartTic (void)
+{
+
+    if (!X_display)
+	return;
+
+    while (XPending(X_display))
+	I_GetEvent();
+
+    // Warp the pointer back to the middle of the window
+    //  or it will wander off - that is, the game will
+    //  loose input focus within X11.
+    if (grabMouse)
+    {
+	if (!--doPointerWarp)
+	{
+	    XWarpPointer( X_display,
+			  None,
+			  X_mainWindow,
+			  0, 0,
+			  0, 0,
+			  X_width/2, X_height/2);
+
+	    doPointerWarp = POINTER_WARP_COUNTDOWN;
+	}
+    }
+
+    mousemoved = false;
+
+}
+
+
+//
+// I_UpdateNoBlit
+//
+void I_UpdateNoBlit (void)
+{
+    // what is this?
+}
+
+//
+// I_FinishUpdate
+//
+void I_FinishUpdate (void)
+{
+
+    static int	lasttic;
+    int		tics;
+    int		i;
+    // UNUSED static unsigned char *bigscreen=0;
+
+    // draws little dots on the bottom of the screen
+    if (devparm)
+    {
+
+	i = I_GetTime();
+	tics = i - lasttic;
+	lasttic = i;
+	if (tics > 20) tics = 20;
+
+	for (i=0 ; i<tics*2 ; i+=2)
+	    screens[0][ (SCREENHEIGHT-1)*SCREENWIDTH + i] = 0xff;
+	for ( ; i<20*2 ; i+=2)
+	    screens[0][ (SCREENHEIGHT-1)*SCREENWIDTH + i] = 0x0;
+    
+    }
+
+    // scales the screen size before blitting it
+    if (multiply == 2)
+    {
+	unsigned int *olineptrs[2];
+	unsigned int *ilineptr;
+	int x, y, i;
+	unsigned int twoopixels;
+	unsigned int twomoreopixels;
+	unsigned int fouripixels;
+
+	ilineptr = (unsigned int *) (screens[0]);
+	for (i=0 ; i<2 ; i++)
+	    olineptrs[i] = (unsigned int *) &image->data[i*X_width];
+
+	y = SCREENHEIGHT;
+	while (y--)
+	{
+	    x = SCREENWIDTH;
+	    do
+	    {
+		fouripixels = *ilineptr++;
+		twoopixels =	(fouripixels & 0xff000000)
+		    |	((fouripixels>>8) & 0xffff00)
+		    |	((fouripixels>>16) & 0xff);
+		twomoreopixels =	((fouripixels<<16) & 0xff000000)
+		    |	((fouripixels<<8) & 0xffff00)
+		    |	(fouripixels & 0xff);
+#ifdef __BIG_ENDIAN__
+		*olineptrs[0]++ = twoopixels;
+		*olineptrs[1]++ = twoopixels;
+		*olineptrs[0]++ = twomoreopixels;
+		*olineptrs[1]++ = twomoreopixels;
+#else
+		*olineptrs[0]++ = twomoreopixels;
+		*olineptrs[1]++ = twomoreopixels;
+		*olineptrs[0]++ = twoopixels;
+		*olineptrs[1]++ = twoopixels;
+#endif
+	    } while (x-=4);
+	    olineptrs[0] += X_width/4;
+	    olineptrs[1] += X_width/4;
+	}
+
+    }
+    else if (multiply == 3)
+    {
+	unsigned int *olineptrs[3];
+	unsigned int *ilineptr;
+	int x, y, i;
+	unsigned int fouropixels[3];
+	unsigned int fouripixels;
+
+	ilineptr = (unsigned int *) (screens[0]);
+	for (i=0 ; i<3 ; i++)
+	    olineptrs[i] = (unsigned int *) &image->data[i*X_width];
+
+	y = SCREENHEIGHT;
+	while (y--)
+	{
+	    x = SCREENWIDTH;
+	    do
+	    {
+		fouripixels = *ilineptr++;
+		fouropixels[0] = (fouripixels & 0xff000000)
+		    |	((fouripixels>>8) & 0xff0000)
+		    |	((fouripixels>>16) & 0xffff);
+		fouropixels[1] = ((fouripixels<<8) & 0xff000000)
+		    |	(fouripixels & 0xffff00)
+		    |	((fouripixels>>8) & 0xff);
+		fouropixels[2] = ((fouripixels<<16) & 0xffff0000)
+		    |	((fouripixels<<8) & 0xff00)
+		    |	(fouripixels & 0xff);
+#ifdef __BIG_ENDIAN__
+		*olineptrs[0]++ = fouropixels[0];
+		*olineptrs[1]++ = fouropixels[0];
+		*olineptrs[2]++ = fouropixels[0];
+		*olineptrs[0]++ = fouropixels[1];
+		*olineptrs[1]++ = fouropixels[1];
+		*olineptrs[2]++ = fouropixels[1];
+		*olineptrs[0]++ = fouropixels[2];
+		*olineptrs[1]++ = fouropixels[2];
+		*olineptrs[2]++ = fouropixels[2];
+#else
+		*olineptrs[0]++ = fouropixels[2];
+		*olineptrs[1]++ = fouropixels[2];
+		*olineptrs[2]++ = fouropixels[2];
+		*olineptrs[0]++ = fouropixels[1];
+		*olineptrs[1]++ = fouropixels[1];
+		*olineptrs[2]++ = fouropixels[1];
+		*olineptrs[0]++ = fouropixels[0];
+		*olineptrs[1]++ = fouropixels[0];
+		*olineptrs[2]++ = fouropixels[0];
+#endif
+	    } while (x-=4);
+	    olineptrs[0] += 2*X_width/4;
+	    olineptrs[1] += 2*X_width/4;
+	    olineptrs[2] += 2*X_width/4;
+	}
+
+    }
+    else if (multiply == 4)
+    {
+	// Broken. Gotta fix this some day.
+	void Expand4(unsigned *, double *);
+  	Expand4 ((unsigned *)(screens[0]), (double *) (image->data));
+    }
+
+    if (doShm)
+    {
+
+	if (!XShmPutImage(	X_display,
+				X_mainWindow,
+				X_gc,
+				image,
+				0, 0,
+				0, 0,
+				X_width, X_height,
+				True ))
+	    I_Error("XShmPutImage() failed\n");
+
+	// wait for it to finish and processes all input events
+	shmFinished = false;
+	do
+	{
+	    I_GetEvent();
+	} while (!shmFinished);
+
+    }
+    else
+    {
+
+	// draw the image
+	XPutImage(	X_display,
+			X_mainWindow,
+			X_gc,
+			image,
+			0, 0,
+			0, 0,
+			X_width, X_height );
+
+	// sync up with server
+	XSync(X_display, False);
+
+    }
+
+}
+
+
+//
+// I_ReadScreen
+//
+void I_ReadScreen (byte* scr)
+{
+    memcpy (scr, screens[0], SCREENWIDTH*SCREENHEIGHT);
+}
+
+
+//
+// Palette stuff.
+//
+static XColor	colors[256];
+
+void UploadNewPalette(Colormap cmap, byte *palette)
+{
+
+    register int	i;
+    register int	c;
+    static boolean	firstcall = true;
+
+#ifdef __cplusplus
+    if (X_visualinfo.c_class == PseudoColor && X_visualinfo.depth == 8)
+#else
+    if (X_visualinfo.class == PseudoColor && X_visualinfo.depth == 8)
+#endif
+	{
+	    // initialize the colormap
+	    if (firstcall)
+	    {
+		firstcall = false;
+		for (i=0 ; i<256 ; i++)
+		{
+		    colors[i].pixel = i;
+		    colors[i].flags = DoRed|DoGreen|DoBlue;
+		}
+	    }
+
+	    // set the X colormap entries
+	    for (i=0 ; i<256 ; i++)
+	    {
+		c = gammatable[usegamma][*palette++];
+		colors[i].red = (c<<8) + c;
+		c = gammatable[usegamma][*palette++];
+		colors[i].green = (c<<8) + c;
+		c = gammatable[usegamma][*palette++];
+		colors[i].blue = (c<<8) + c;
+	    }
+
+	    // store the colors to the current colormap
+	    XStoreColors(X_display, cmap, colors, 256);
+
+	}
+}
+
+//
+// I_SetPalette
+//
+void I_SetPalette (byte* palette)
+{
+    UploadNewPalette(X_cmap, palette);
+}
+
+
+//
+// This function is probably redundant,
+//  if XShmDetach works properly.
+// ddt never detached the XShm memory,
+//  thus there might have been stale
+//  handles accumulating.
+//
+void grabsharedmemory(int size)
+{
+
+  int			key = ('d'<<24) | ('o'<<16) | ('o'<<8) | 'm';
+  struct shmid_ds	shminfo;
+  int			minsize = 320*200;
+  int			id;
+  int			rc;
+  // UNUSED int done=0;
+  int			pollution=5;
+  
+  // try to use what was here before
+  do
+  {
+    id = shmget((key_t) key, minsize, 0777); // just get the id
+    if (id != -1)
+    {
+      rc=shmctl(id, IPC_STAT, &shminfo); // get stats on it
+      if (!rc) 
+      {
+	if (shminfo.shm_nattch)
+	{
+	  fprintf(stderr, "User %d appears to be running "
+		  "DOOM.  Is that wise?\n", shminfo.shm_cpid);
+	  key++;
+	}
+	else
+	{
+	  if (getuid() == shminfo.shm_perm.cuid)
+	  {
+	    rc = shmctl(id, IPC_RMID, 0);
+	    if (!rc)
+	      fprintf(stderr,
+		      "Was able to kill my old shared memory\n");
+	    else
+	      I_Error("Was NOT able to kill my old shared memory");
+	    
+	    id = shmget((key_t)key, size, IPC_CREAT|0777);
+	    if (id==-1)
+	      I_Error("Could not get shared memory");
+	    
+	    rc=shmctl(id, IPC_STAT, &shminfo);
+	    
+	    break;
+	    
+	  }
+	  if (size >= shminfo.shm_segsz)
+	  {
+	    fprintf(stderr,
+		    "will use %d's stale shared memory\n",
+		    shminfo.shm_cpid);
+	    break;
+	  }
+	  else
+	  {
+	    fprintf(stderr,
+		    "warning: can't use stale "
+		    "shared memory belonging to id %d, "
+		    "key=0x%x\n",
+		    shminfo.shm_cpid, key);
+	    key++;
+	  }
+	}
+      }
+      else
+      {
+	I_Error("could not get stats on key=%d", key);
+      }
+    }
+    else
+    {
+      id = shmget((key_t)key, size, IPC_CREAT|0777);
+      if (id==-1)
+      {
+	extern int errno;
+	fprintf(stderr, "errno=%d\n", errno);
+	I_Error("Could not get any shared memory");
+      }
+      break;
+    }
+  } while (--pollution);
+  
+  if (!pollution)
+  {
+    I_Error("Sorry, system too polluted with stale "
+	    "shared memory segments.\n");
+    }	
+  
+  X_shminfo.shmid = id;
+  
+  // attach to the shared memory segment
+  image->data = X_shminfo.shmaddr = shmat(id, 0, 0);
+  
+  fprintf(stderr, "shared memory id=%d, addr=0x%x\n", id,
+	  (int) (image->data));
+}
+
+void I_InitGraphics(void)
+{
+
+    char*		displayname;
+    char*		d;
+    int			n;
+    int			pnum;
+    int			x=0;
+    int			y=0;
+    
+    // warning: char format, different type arg
+    char		xsign=' ';
+    char		ysign=' ';
+    
+    int			oktodraw;
+    unsigned long	attribmask;
+    XSetWindowAttributes attribs;
+    XGCValues		xgcvalues;
+    int			valuemask;
+    static int		firsttime=1;
+
+    if (!firsttime)
+	return;
+    firsttime = 0;
+
+    signal(SIGINT, (void (*)(int)) I_Quit);
+
+    if (M_CheckParm("-2"))
+	multiply = 2;
+
+    if (M_CheckParm("-3"))
+	multiply = 3;
+
+    if (M_CheckParm("-4"))
+	multiply = 4;
+
+    X_width = SCREENWIDTH * multiply;
+    X_height = SCREENHEIGHT * multiply;
+
+    // check for command-line display name
+    if ( (pnum=M_CheckParm("-disp")) ) // suggest parentheses around assignment
+	displayname = myargv[pnum+1];
+    else
+	displayname = 0;
+
+    // check if the user wants to grab the mouse (quite unnice)
+    grabMouse = !!M_CheckParm("-grabmouse");
+
+    // check for command-line geometry
+    if ( (pnum=M_CheckParm("-geom")) ) // suggest parentheses around assignment
+    {
+	// warning: char format, different type arg 3,5
+	n = sscanf(myargv[pnum+1], "%c%d%c%d", &xsign, &x, &ysign, &y);
+	
+	if (n==2)
+	    x = y = 0;
+	else if (n==6)
+	{
+	    if (xsign == '-')
+		x = -x;
+	    if (ysign == '-')
+		y = -y;
+	}
+	else
+	    I_Error("bad -geom parameter");
+    }
+
+    // open the display
+    X_display = XOpenDisplay(displayname);
+    if (!X_display)
+    {
+	if (displayname)
+	    I_Error("Could not open display [%s]", displayname);
+	else
+	    I_Error("Could not open display (DISPLAY=[%s])", getenv("DISPLAY"));
+    }
+
+    // use the default visual 
+    X_screen = DefaultScreen(X_display);
+    if (!XMatchVisualInfo(X_display, X_screen, 8, PseudoColor, &X_visualinfo))
+	I_Error("xdoom currently only supports 256-color PseudoColor screens");
+    X_visual = X_visualinfo.visual;
+
+    // check for the MITSHM extension
+    doShm = XShmQueryExtension(X_display);
+
+    // even if it's available, make sure it's a local connection
+    if (doShm)
+    {
+	if (!displayname) displayname = (char *) getenv("DISPLAY");
+	if (displayname)
+	{
+	    d = displayname;
+	    while (*d && (*d != ':')) d++;
+	    if (*d) *d = 0;
+	    if (!(!strcasecmp(displayname, "unix") || !*displayname)) doShm = false;
+	}
+    }
+
+    fprintf(stderr, "Using MITSHM extension\n");
+
+    // create the colormap
+    X_cmap = XCreateColormap(X_display, RootWindow(X_display,
+						   X_screen), X_visual, AllocAll);
+
+    // setup attributes for main window
+    attribmask = CWEventMask | CWColormap | CWBorderPixel;
+    attribs.event_mask =
+	KeyPressMask
+	| KeyReleaseMask
+	// | PointerMotionMask | ButtonPressMask | ButtonReleaseMask
+	| ExposureMask;
+
+    attribs.colormap = X_cmap;
+    attribs.border_pixel = 0;
+
+    // create the main window
+    X_mainWindow = XCreateWindow(	X_display,
+					RootWindow(X_display, X_screen),
+					x, y,
+					X_width, X_height,
+					0, // borderwidth
+					8, // depth
+					InputOutput,
+					X_visual,
+					attribmask,
+					&attribs );
+
+    XDefineCursor(X_display, X_mainWindow,
+		  createnullcursor( X_display, X_mainWindow ) );
+
+    // create the GC
+    valuemask = GCGraphicsExposures;
+    xgcvalues.graphics_exposures = False;
+    X_gc = XCreateGC(	X_display,
+  			X_mainWindow,
+  			valuemask,
+  			&xgcvalues );
+
+    // map the window
+    XMapWindow(X_display, X_mainWindow);
+
+    // wait until it is OK to draw
+    oktodraw = 0;
+    while (!oktodraw)
+    {
+	XNextEvent(X_display, &X_event);
+	if (X_event.type == Expose
+	    && !X_event.xexpose.count)
+	{
+	    oktodraw = 1;
+	}
+    }
+
+    // grabs the pointer so it is restricted to this window
+    if (grabMouse)
+	XGrabPointer(X_display, X_mainWindow, True,
+		     ButtonPressMask|ButtonReleaseMask|PointerMotionMask,
+		     GrabModeAsync, GrabModeAsync,
+		     X_mainWindow, None, CurrentTime);
+
+    if (doShm)
+    {
+
+	X_shmeventtype = XShmGetEventBase(X_display) + ShmCompletion;
+
+	// create the image
+	image = XShmCreateImage(	X_display,
+					X_visual,
+					8,
+					ZPixmap,
+					0,
+					&X_shminfo,
+					X_width,
+					X_height );
+
+	grabsharedmemory(image->bytes_per_line * image->height);
+
+
+	// UNUSED
+	// create the shared memory segment
+	// X_shminfo.shmid = shmget (IPC_PRIVATE,
+	// image->bytes_per_line * image->height, IPC_CREAT | 0777);
+	// if (X_shminfo.shmid < 0)
+	// {
+	// perror("");
+	// I_Error("shmget() failed in InitGraphics()");
+	// }
+	// fprintf(stderr, "shared memory id=%d\n", X_shminfo.shmid);
+	// attach to the shared memory segment
+	// image->data = X_shminfo.shmaddr = shmat(X_shminfo.shmid, 0, 0);
+	
+
+	if (!image->data)
+	{
+	    perror("");
+	    I_Error("shmat() failed in InitGraphics()");
+	}
+
+	// get the X server to attach to it
+	if (!XShmAttach(X_display, &X_shminfo))
+	    I_Error("XShmAttach() failed in InitGraphics()");
+
+    }
+    else
+    {
+	image = XCreateImage(	X_display,
+    				X_visual,
+    				8,
+    				ZPixmap,
+    				0,
+    				(char*)malloc(X_width * X_height),
+    				X_width, X_height,
+    				8,
+    				X_width );
+
+    }
+
+    if (multiply == 1)
+	screens[0] = (unsigned char *) (image->data);
+    else
+	screens[0] = (unsigned char *) malloc (SCREENWIDTH * SCREENHEIGHT);
+
+}
+
+
+unsigned	exptable[256];
+
+void InitExpand (void)
+{
+    int		i;
+	
+    for (i=0 ; i<256 ; i++)
+	exptable[i] = i | (i<<8) | (i<<16) | (i<<24);
+}
+
+double		exptable2[256*256];
+
+void InitExpand2 (void)
+{
+    int		i;
+    int		j;
+    // UNUSED unsigned	iexp, jexp;
+    double*	exp;
+    union
+    {
+	double 		d;
+	unsigned	u[2];
+    } pixel;
+	
+    printf ("building exptable2...\n");
+    exp = exptable2;
+    for (i=0 ; i<256 ; i++)
+    {
+	pixel.u[0] = i | (i<<8) | (i<<16) | (i<<24);
+	for (j=0 ; j<256 ; j++)
+	{
+	    pixel.u[1] = j | (j<<8) | (j<<16) | (j<<24);
+	    *exp++ = pixel.d;
+	}
+    }
+    printf ("done.\n");
+}
+
+int	inited;
+
+void
+Expand4
+( unsigned*	lineptr,
+  double*	xline )
+{
+    double	dpixel;
+    unsigned	x;
+    unsigned 	y;
+    unsigned	fourpixels;
+    unsigned	step;
+    double*	exp;
+	
+    exp = exptable2;
+    if (!inited)
+    {
+	inited = 1;
+	InitExpand2 ();
+    }
+		
+		
+    step = 3*SCREENWIDTH/2;
+	
+    y = SCREENHEIGHT-1;
+    do
+    {
+	x = SCREENWIDTH;
+
+	do
+	{
+	    fourpixels = lineptr[0];
+			
+	    dpixel = *(double *)( (int)exp + ( (fourpixels&0xffff0000)>>13) );
+	    xline[0] = dpixel;
+	    xline[160] = dpixel;
+	    xline[320] = dpixel;
+	    xline[480] = dpixel;
+			
+	    dpixel = *(double *)( (int)exp + ( (fourpixels&0xffff)<<3 ) );
+	    xline[1] = dpixel;
+	    xline[161] = dpixel;
+	    xline[321] = dpixel;
+	    xline[481] = dpixel;
+
+	    fourpixels = lineptr[1];
+			
+	    dpixel = *(double *)( (int)exp + ( (fourpixels&0xffff0000)>>13) );
+	    xline[2] = dpixel;
+	    xline[162] = dpixel;
+	    xline[322] = dpixel;
+	    xline[482] = dpixel;
+			
+	    dpixel = *(double *)( (int)exp + ( (fourpixels&0xffff)<<3 ) );
+	    xline[3] = dpixel;
+	    xline[163] = dpixel;
+	    xline[323] = dpixel;
+	    xline[483] = dpixel;
+
+	    fourpixels = lineptr[2];
+			
+	    dpixel = *(double *)( (int)exp + ( (fourpixels&0xffff0000)>>13) );
+	    xline[4] = dpixel;
+	    xline[164] = dpixel;
+	    xline[324] = dpixel;
+	    xline[484] = dpixel;
+			
+	    dpixel = *(double *)( (int)exp + ( (fourpixels&0xffff)<<3 ) );
+	    xline[5] = dpixel;
+	    xline[165] = dpixel;
+	    xline[325] = dpixel;
+	    xline[485] = dpixel;
+
+	    fourpixels = lineptr[3];
+			
+	    dpixel = *(double *)( (int)exp + ( (fourpixels&0xffff0000)>>13) );
+	    xline[6] = dpixel;
+	    xline[166] = dpixel;
+	    xline[326] = dpixel;
+	    xline[486] = dpixel;
+			
+	    dpixel = *(double *)( (int)exp + ( (fourpixels&0xffff)<<3 ) );
+	    xline[7] = dpixel;
+	    xline[167] = dpixel;
+	    xline[327] = dpixel;
+	    xline[487] = dpixel;
+
+	    lineptr+=4;
+	    xline+=8;
+	} while (x-=16);
+	xline += step;
+    } while (y--);
+}
+
+
--- /dev/null
+++ b/src/i_video.h
@@ -1,0 +1,66 @@
+// Emacs style mode select   -*- C++ -*- 
+//-----------------------------------------------------------------------------
+//
+// $Id: i_video.h 4 2005-07-23 16:19:41Z fraggle $
+//
+// Copyright (C) 1993-1996 by id Software, Inc.
+//
+// This source is available for distribution and/or modification
+// only under the terms of the DOOM Source Code License as
+// published by id Software. All rights reserved.
+//
+// The source is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
+// for more details.
+//
+// DESCRIPTION:
+//	System specific interface stuff.
+//
+//-----------------------------------------------------------------------------
+
+
+#ifndef __I_VIDEO__
+#define __I_VIDEO__
+
+
+#include "doomtype.h"
+
+#ifdef __GNUG__
+#pragma interface
+#endif
+
+
+// Called by D_DoomMain,
+// determines the hardware configuration
+// and sets up the video mode
+void I_InitGraphics (void);
+
+
+void I_ShutdownGraphics(void);
+
+// Takes full 8 bit values.
+void I_SetPalette (byte* palette);
+
+void I_UpdateNoBlit (void);
+void I_FinishUpdate (void);
+
+// Wait for vertical retrace or pause a bit.
+void I_WaitVBL(int count);
+
+void I_ReadScreen (byte* scr);
+
+void I_BeginRead (void);
+void I_EndRead (void);
+
+
+
+#endif
+//-----------------------------------------------------------------------------
+//
+// $Log$
+// Revision 1.1  2005/07/23 16:19:58  fraggle
+// Initial revision
+//
+//
+//-----------------------------------------------------------------------------
--- /dev/null
+++ b/src/info.c
@@ -1,0 +1,4673 @@
+// Emacs style mode select   -*- C++ -*- 
+//-----------------------------------------------------------------------------
+//
+// $Id: info.c 4 2005-07-23 16:19:41Z fraggle $
+//
+// Copyright (C) 1993-1996 by id Software, Inc.
+//
+// This source is available for distribution and/or modification
+// only under the terms of the DOOM Source Code License as
+// published by id Software. All rights reserved.
+//
+// The source is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
+// for more details.
+//
+// $Log$
+// Revision 1.1  2005/07/23 16:20:19  fraggle
+// Initial revision
+//
+//
+// DESCRIPTION:
+//	Thing frame/state LUT,
+//	generated by multigen utilitiy.
+//	This one is the original DOOM version, preserved.
+//
+//-----------------------------------------------------------------------------
+
+static const char
+rcsid[] = "$Id: info.c 4 2005-07-23 16:19:41Z fraggle $";
+
+// Data.
+#include "sounds.h"
+#include "m_fixed.h"
+
+#ifdef __GNUG__
+#pragma implementation "info.h"
+#endif
+#include "info.h"
+
+#include "p_mobj.h"
+
+char *sprnames[NUMSPRITES] = {
+    "TROO","SHTG","PUNG","PISG","PISF","SHTF","SHT2","CHGG","CHGF","MISG",
+    "MISF","SAWG","PLSG","PLSF","BFGG","BFGF","BLUD","PUFF","BAL1","BAL2",
+    "PLSS","PLSE","MISL","BFS1","BFE1","BFE2","TFOG","IFOG","PLAY","POSS",
+    "SPOS","VILE","FIRE","FATB","FBXP","SKEL","MANF","FATT","CPOS","SARG",
+    "HEAD","BAL7","BOSS","BOS2","SKUL","SPID","BSPI","APLS","APBX","CYBR",
+    "PAIN","SSWV","KEEN","BBRN","BOSF","ARM1","ARM2","BAR1","BEXP","FCAN",
+    "BON1","BON2","BKEY","RKEY","YKEY","BSKU","RSKU","YSKU","STIM","MEDI",
+    "SOUL","PINV","PSTR","PINS","MEGA","SUIT","PMAP","PVIS","CLIP","AMMO",
+    "ROCK","BROK","CELL","CELP","SHEL","SBOX","BPAK","BFUG","MGUN","CSAW",
+    "LAUN","PLAS","SHOT","SGN2","COLU","SMT2","GOR1","POL2","POL5","POL4",
+    "POL3","POL1","POL6","GOR2","GOR3","GOR4","GOR5","SMIT","COL1","COL2",
+    "COL3","COL4","CAND","CBRA","COL6","TRE1","TRE2","ELEC","CEYE","FSKU",
+    "COL5","TBLU","TGRN","TRED","SMBT","SMGT","SMRT","HDB1","HDB2","HDB3",
+    "HDB4","HDB5","HDB6","POB1","POB2","BRS1","TLMP","TLP2"
+};
+
+
+// Doesn't work with g++, needs actionf_p1
+void  A_Light0();
+void A_WeaponReady();
+void A_Lower();
+void A_Raise();
+void A_Punch();
+void A_ReFire();
+void A_FirePistol();
+void A_Light1();
+void A_FireShotgun();
+void A_Light2();
+void A_FireShotgun2();
+void A_CheckReload();
+void A_OpenShotgun2();
+void A_LoadShotgun2();
+void A_CloseShotgun2();
+void A_FireCGun();
+void A_GunFlash();
+void A_FireMissile();
+void A_Saw();
+void A_FirePlasma();
+void A_BFGsound();
+void A_FireBFG();
+void A_BFGSpray();
+void A_Explode();
+void A_Pain();
+void A_PlayerScream();
+void A_Fall();
+void A_XScream();
+void A_Look();
+void A_Chase();
+void A_FaceTarget();
+void A_PosAttack();
+void A_Scream();
+void A_SPosAttack();
+void A_VileChase();
+void A_VileStart();
+void A_VileTarget();
+void A_VileAttack();
+void A_StartFire();
+void A_Fire();
+void A_FireCrackle();
+void A_Tracer();
+void A_SkelWhoosh();
+void A_SkelFist();
+void A_SkelMissile();
+void A_FatRaise();
+void A_FatAttack1();
+void A_FatAttack2();
+void A_FatAttack3();
+void A_BossDeath();
+void A_CPosAttack();
+void A_CPosRefire();
+void A_TroopAttack();
+void A_SargAttack();
+void A_HeadAttack();
+void A_BruisAttack();
+void A_SkullAttack();
+void A_Metal();
+void A_SpidRefire();
+void A_BabyMetal();
+void A_BspiAttack();
+void A_Hoof();
+void A_CyberAttack();
+void A_PainAttack();
+void A_PainDie();
+void A_KeenDie();
+void A_BrainPain();
+void A_BrainScream();
+void A_BrainDie();
+void A_BrainAwake();
+void A_BrainSpit();
+void A_SpawnSound();
+void A_SpawnFly();
+void A_BrainExplode();
+
+
+state_t	states[NUMSTATES] = {
+    {SPR_TROO,0,-1,{NULL},S_NULL,0,0},	// S_NULL
+    {SPR_SHTG,4,0,{A_Light0},S_NULL,0,0},	// S_LIGHTDONE
+    {SPR_PUNG,0,1,{A_WeaponReady},S_PUNCH,0,0},	// S_PUNCH
+    {SPR_PUNG,0,1,{A_Lower},S_PUNCHDOWN,0,0},	// S_PUNCHDOWN
+    {SPR_PUNG,0,1,{A_Raise},S_PUNCHUP,0,0},	// S_PUNCHUP
+    {SPR_PUNG,1,4,{NULL},S_PUNCH2,0,0},		// S_PUNCH1
+    {SPR_PUNG,2,4,{A_Punch},S_PUNCH3,0,0},	// S_PUNCH2
+    {SPR_PUNG,3,5,{NULL},S_PUNCH4,0,0},		// S_PUNCH3
+    {SPR_PUNG,2,4,{NULL},S_PUNCH5,0,0},		// S_PUNCH4
+    {SPR_PUNG,1,5,{A_ReFire},S_PUNCH,0,0},	// S_PUNCH5
+    {SPR_PISG,0,1,{A_WeaponReady},S_PISTOL,0,0},// S_PISTOL
+    {SPR_PISG,0,1,{A_Lower},S_PISTOLDOWN,0,0},	// S_PISTOLDOWN
+    {SPR_PISG,0,1,{A_Raise},S_PISTOLUP,0,0},	// S_PISTOLUP
+    {SPR_PISG,0,4,{NULL},S_PISTOL2,0,0},	// S_PISTOL1
+    {SPR_PISG,1,6,{A_FirePistol},S_PISTOL3,0,0},// S_PISTOL2
+    {SPR_PISG,2,4,{NULL},S_PISTOL4,0,0},	// S_PISTOL3
+    {SPR_PISG,1,5,{A_ReFire},S_PISTOL,0,0},	// S_PISTOL4
+    {SPR_PISF,32768,7,{A_Light1},S_LIGHTDONE,0,0},	// S_PISTOLFLASH
+    {SPR_SHTG,0,1,{A_WeaponReady},S_SGUN,0,0},	// S_SGUN
+    {SPR_SHTG,0,1,{A_Lower},S_SGUNDOWN,0,0},	// S_SGUNDOWN
+    {SPR_SHTG,0,1,{A_Raise},S_SGUNUP,0,0},	// S_SGUNUP
+    {SPR_SHTG,0,3,{NULL},S_SGUN2,0,0},	// S_SGUN1
+    {SPR_SHTG,0,7,{A_FireShotgun},S_SGUN3,0,0},	// S_SGUN2
+    {SPR_SHTG,1,5,{NULL},S_SGUN4,0,0},	// S_SGUN3
+    {SPR_SHTG,2,5,{NULL},S_SGUN5,0,0},	// S_SGUN4
+    {SPR_SHTG,3,4,{NULL},S_SGUN6,0,0},	// S_SGUN5
+    {SPR_SHTG,2,5,{NULL},S_SGUN7,0,0},	// S_SGUN6
+    {SPR_SHTG,1,5,{NULL},S_SGUN8,0,0},	// S_SGUN7
+    {SPR_SHTG,0,3,{NULL},S_SGUN9,0,0},	// S_SGUN8
+    {SPR_SHTG,0,7,{A_ReFire},S_SGUN,0,0},	// S_SGUN9
+    {SPR_SHTF,32768,4,{A_Light1},S_SGUNFLASH2,0,0},	// S_SGUNFLASH1
+    {SPR_SHTF,32769,3,{A_Light2},S_LIGHTDONE,0,0},	// S_SGUNFLASH2
+    {SPR_SHT2,0,1,{A_WeaponReady},S_DSGUN,0,0},	// S_DSGUN
+    {SPR_SHT2,0,1,{A_Lower},S_DSGUNDOWN,0,0},	// S_DSGUNDOWN
+    {SPR_SHT2,0,1,{A_Raise},S_DSGUNUP,0,0},	// S_DSGUNUP
+    {SPR_SHT2,0,3,{NULL},S_DSGUN2,0,0},	// S_DSGUN1
+    {SPR_SHT2,0,7,{A_FireShotgun2},S_DSGUN3,0,0},	// S_DSGUN2
+    {SPR_SHT2,1,7,{NULL},S_DSGUN4,0,0},	// S_DSGUN3
+    {SPR_SHT2,2,7,{A_CheckReload},S_DSGUN5,0,0},	// S_DSGUN4
+    {SPR_SHT2,3,7,{A_OpenShotgun2},S_DSGUN6,0,0},	// S_DSGUN5
+    {SPR_SHT2,4,7,{NULL},S_DSGUN7,0,0},	// S_DSGUN6
+    {SPR_SHT2,5,7,{A_LoadShotgun2},S_DSGUN8,0,0},	// S_DSGUN7
+    {SPR_SHT2,6,6,{NULL},S_DSGUN9,0,0},	// S_DSGUN8
+    {SPR_SHT2,7,6,{A_CloseShotgun2},S_DSGUN10,0,0},	// S_DSGUN9
+    {SPR_SHT2,0,5,{A_ReFire},S_DSGUN,0,0},	// S_DSGUN10
+    {SPR_SHT2,1,7,{NULL},S_DSNR2,0,0},	// S_DSNR1
+    {SPR_SHT2,0,3,{NULL},S_DSGUNDOWN,0,0},	// S_DSNR2
+    {SPR_SHT2,32776,5,{A_Light1},S_DSGUNFLASH2,0,0},	// S_DSGUNFLASH1
+    {SPR_SHT2,32777,4,{A_Light2},S_LIGHTDONE,0,0},	// S_DSGUNFLASH2
+    {SPR_CHGG,0,1,{A_WeaponReady},S_CHAIN,0,0},	// S_CHAIN
+    {SPR_CHGG,0,1,{A_Lower},S_CHAINDOWN,0,0},	// S_CHAINDOWN
+    {SPR_CHGG,0,1,{A_Raise},S_CHAINUP,0,0},	// S_CHAINUP
+    {SPR_CHGG,0,4,{A_FireCGun},S_CHAIN2,0,0},	// S_CHAIN1
+    {SPR_CHGG,1,4,{A_FireCGun},S_CHAIN3,0,0},	// S_CHAIN2
+    {SPR_CHGG,1,0,{A_ReFire},S_CHAIN,0,0},	// S_CHAIN3
+    {SPR_CHGF,32768,5,{A_Light1},S_LIGHTDONE,0,0},	// S_CHAINFLASH1
+    {SPR_CHGF,32769,5,{A_Light2},S_LIGHTDONE,0,0},	// S_CHAINFLASH2
+    {SPR_MISG,0,1,{A_WeaponReady},S_MISSILE,0,0},	// S_MISSILE
+    {SPR_MISG,0,1,{A_Lower},S_MISSILEDOWN,0,0},	// S_MISSILEDOWN
+    {SPR_MISG,0,1,{A_Raise},S_MISSILEUP,0,0},	// S_MISSILEUP
+    {SPR_MISG,1,8,{A_GunFlash},S_MISSILE2,0,0},	// S_MISSILE1
+    {SPR_MISG,1,12,{A_FireMissile},S_MISSILE3,0,0},	// S_MISSILE2
+    {SPR_MISG,1,0,{A_ReFire},S_MISSILE,0,0},	// S_MISSILE3
+    {SPR_MISF,32768,3,{A_Light1},S_MISSILEFLASH2,0,0},	// S_MISSILEFLASH1
+    {SPR_MISF,32769,4,{NULL},S_MISSILEFLASH3,0,0},	// S_MISSILEFLASH2
+    {SPR_MISF,32770,4,{A_Light2},S_MISSILEFLASH4,0,0},	// S_MISSILEFLASH3
+    {SPR_MISF,32771,4,{A_Light2},S_LIGHTDONE,0,0},	// S_MISSILEFLASH4
+    {SPR_SAWG,2,4,{A_WeaponReady},S_SAWB,0,0},	// S_SAW
+    {SPR_SAWG,3,4,{A_WeaponReady},S_SAW,0,0},	// S_SAWB
+    {SPR_SAWG,2,1,{A_Lower},S_SAWDOWN,0,0},	// S_SAWDOWN
+    {SPR_SAWG,2,1,{A_Raise},S_SAWUP,0,0},	// S_SAWUP
+    {SPR_SAWG,0,4,{A_Saw},S_SAW2,0,0},	// S_SAW1
+    {SPR_SAWG,1,4,{A_Saw},S_SAW3,0,0},	// S_SAW2
+    {SPR_SAWG,1,0,{A_ReFire},S_SAW,0,0},	// S_SAW3
+    {SPR_PLSG,0,1,{A_WeaponReady},S_PLASMA,0,0},	// S_PLASMA
+    {SPR_PLSG,0,1,{A_Lower},S_PLASMADOWN,0,0},	// S_PLASMADOWN
+    {SPR_PLSG,0,1,{A_Raise},S_PLASMAUP,0,0},	// S_PLASMAUP
+    {SPR_PLSG,0,3,{A_FirePlasma},S_PLASMA2,0,0},	// S_PLASMA1
+    {SPR_PLSG,1,20,{A_ReFire},S_PLASMA,0,0},	// S_PLASMA2
+    {SPR_PLSF,32768,4,{A_Light1},S_LIGHTDONE,0,0},	// S_PLASMAFLASH1
+    {SPR_PLSF,32769,4,{A_Light1},S_LIGHTDONE,0,0},	// S_PLASMAFLASH2
+    {SPR_BFGG,0,1,{A_WeaponReady},S_BFG,0,0},	// S_BFG
+    {SPR_BFGG,0,1,{A_Lower},S_BFGDOWN,0,0},	// S_BFGDOWN
+    {SPR_BFGG,0,1,{A_Raise},S_BFGUP,0,0},	// S_BFGUP
+    {SPR_BFGG,0,20,{A_BFGsound},S_BFG2,0,0},	// S_BFG1
+    {SPR_BFGG,1,10,{A_GunFlash},S_BFG3,0,0},	// S_BFG2
+    {SPR_BFGG,1,10,{A_FireBFG},S_BFG4,0,0},	// S_BFG3
+    {SPR_BFGG,1,20,{A_ReFire},S_BFG,0,0},	// S_BFG4
+    {SPR_BFGF,32768,11,{A_Light1},S_BFGFLASH2,0,0},	// S_BFGFLASH1
+    {SPR_BFGF,32769,6,{A_Light2},S_LIGHTDONE,0,0},	// S_BFGFLASH2
+    {SPR_BLUD,2,8,{NULL},S_BLOOD2,0,0},	// S_BLOOD1
+    {SPR_BLUD,1,8,{NULL},S_BLOOD3,0,0},	// S_BLOOD2
+    {SPR_BLUD,0,8,{NULL},S_NULL,0,0},	// S_BLOOD3
+    {SPR_PUFF,32768,4,{NULL},S_PUFF2,0,0},	// S_PUFF1
+    {SPR_PUFF,1,4,{NULL},S_PUFF3,0,0},	// S_PUFF2
+    {SPR_PUFF,2,4,{NULL},S_PUFF4,0,0},	// S_PUFF3
+    {SPR_PUFF,3,4,{NULL},S_NULL,0,0},	// S_PUFF4
+    {SPR_BAL1,32768,4,{NULL},S_TBALL2,0,0},	// S_TBALL1
+    {SPR_BAL1,32769,4,{NULL},S_TBALL1,0,0},	// S_TBALL2
+    {SPR_BAL1,32770,6,{NULL},S_TBALLX2,0,0},	// S_TBALLX1
+    {SPR_BAL1,32771,6,{NULL},S_TBALLX3,0,0},	// S_TBALLX2
+    {SPR_BAL1,32772,6,{NULL},S_NULL,0,0},	// S_TBALLX3
+    {SPR_BAL2,32768,4,{NULL},S_RBALL2,0,0},	// S_RBALL1
+    {SPR_BAL2,32769,4,{NULL},S_RBALL1,0,0},	// S_RBALL2
+    {SPR_BAL2,32770,6,{NULL},S_RBALLX2,0,0},	// S_RBALLX1
+    {SPR_BAL2,32771,6,{NULL},S_RBALLX3,0,0},	// S_RBALLX2
+    {SPR_BAL2,32772,6,{NULL},S_NULL,0,0},	// S_RBALLX3
+    {SPR_PLSS,32768,6,{NULL},S_PLASBALL2,0,0},	// S_PLASBALL
+    {SPR_PLSS,32769,6,{NULL},S_PLASBALL,0,0},	// S_PLASBALL2
+    {SPR_PLSE,32768,4,{NULL},S_PLASEXP2,0,0},	// S_PLASEXP
+    {SPR_PLSE,32769,4,{NULL},S_PLASEXP3,0,0},	// S_PLASEXP2
+    {SPR_PLSE,32770,4,{NULL},S_PLASEXP4,0,0},	// S_PLASEXP3
+    {SPR_PLSE,32771,4,{NULL},S_PLASEXP5,0,0},	// S_PLASEXP4
+    {SPR_PLSE,32772,4,{NULL},S_NULL,0,0},	// S_PLASEXP5
+    {SPR_MISL,32768,1,{NULL},S_ROCKET,0,0},	// S_ROCKET
+    {SPR_BFS1,32768,4,{NULL},S_BFGSHOT2,0,0},	// S_BFGSHOT
+    {SPR_BFS1,32769,4,{NULL},S_BFGSHOT,0,0},	// S_BFGSHOT2
+    {SPR_BFE1,32768,8,{NULL},S_BFGLAND2,0,0},	// S_BFGLAND
+    {SPR_BFE1,32769,8,{NULL},S_BFGLAND3,0,0},	// S_BFGLAND2
+    {SPR_BFE1,32770,8,{A_BFGSpray},S_BFGLAND4,0,0},	// S_BFGLAND3
+    {SPR_BFE1,32771,8,{NULL},S_BFGLAND5,0,0},	// S_BFGLAND4
+    {SPR_BFE1,32772,8,{NULL},S_BFGLAND6,0,0},	// S_BFGLAND5
+    {SPR_BFE1,32773,8,{NULL},S_NULL,0,0},	// S_BFGLAND6
+    {SPR_BFE2,32768,8,{NULL},S_BFGEXP2,0,0},	// S_BFGEXP
+    {SPR_BFE2,32769,8,{NULL},S_BFGEXP3,0,0},	// S_BFGEXP2
+    {SPR_BFE2,32770,8,{NULL},S_BFGEXP4,0,0},	// S_BFGEXP3
+    {SPR_BFE2,32771,8,{NULL},S_NULL,0,0},	// S_BFGEXP4
+    {SPR_MISL,32769,8,{A_Explode},S_EXPLODE2,0,0},	// S_EXPLODE1
+    {SPR_MISL,32770,6,{NULL},S_EXPLODE3,0,0},	// S_EXPLODE2
+    {SPR_MISL,32771,4,{NULL},S_NULL,0,0},	// S_EXPLODE3
+    {SPR_TFOG,32768,6,{NULL},S_TFOG01,0,0},	// S_TFOG
+    {SPR_TFOG,32769,6,{NULL},S_TFOG02,0,0},	// S_TFOG01
+    {SPR_TFOG,32768,6,{NULL},S_TFOG2,0,0},	// S_TFOG02
+    {SPR_TFOG,32769,6,{NULL},S_TFOG3,0,0},	// S_TFOG2
+    {SPR_TFOG,32770,6,{NULL},S_TFOG4,0,0},	// S_TFOG3
+    {SPR_TFOG,32771,6,{NULL},S_TFOG5,0,0},	// S_TFOG4
+    {SPR_TFOG,32772,6,{NULL},S_TFOG6,0,0},	// S_TFOG5
+    {SPR_TFOG,32773,6,{NULL},S_TFOG7,0,0},	// S_TFOG6
+    {SPR_TFOG,32774,6,{NULL},S_TFOG8,0,0},	// S_TFOG7
+    {SPR_TFOG,32775,6,{NULL},S_TFOG9,0,0},	// S_TFOG8
+    {SPR_TFOG,32776,6,{NULL},S_TFOG10,0,0},	// S_TFOG9
+    {SPR_TFOG,32777,6,{NULL},S_NULL,0,0},	// S_TFOG10
+    {SPR_IFOG,32768,6,{NULL},S_IFOG01,0,0},	// S_IFOG
+    {SPR_IFOG,32769,6,{NULL},S_IFOG02,0,0},	// S_IFOG01
+    {SPR_IFOG,32768,6,{NULL},S_IFOG2,0,0},	// S_IFOG02
+    {SPR_IFOG,32769,6,{NULL},S_IFOG3,0,0},	// S_IFOG2
+    {SPR_IFOG,32770,6,{NULL},S_IFOG4,0,0},	// S_IFOG3
+    {SPR_IFOG,32771,6,{NULL},S_IFOG5,0,0},	// S_IFOG4
+    {SPR_IFOG,32772,6,{NULL},S_NULL,0,0},	// S_IFOG5
+    {SPR_PLAY,0,-1,{NULL},S_NULL,0,0},	// S_PLAY
+    {SPR_PLAY,0,4,{NULL},S_PLAY_RUN2,0,0},	// S_PLAY_RUN1
+    {SPR_PLAY,1,4,{NULL},S_PLAY_RUN3,0,0},	// S_PLAY_RUN2
+    {SPR_PLAY,2,4,{NULL},S_PLAY_RUN4,0,0},	// S_PLAY_RUN3
+    {SPR_PLAY,3,4,{NULL},S_PLAY_RUN1,0,0},	// S_PLAY_RUN4
+    {SPR_PLAY,4,12,{NULL},S_PLAY,0,0},	// S_PLAY_ATK1
+    {SPR_PLAY,32773,6,{NULL},S_PLAY_ATK1,0,0},	// S_PLAY_ATK2
+    {SPR_PLAY,6,4,{NULL},S_PLAY_PAIN2,0,0},	// S_PLAY_PAIN
+    {SPR_PLAY,6,4,{A_Pain},S_PLAY,0,0},	// S_PLAY_PAIN2
+    {SPR_PLAY,7,10,{NULL},S_PLAY_DIE2,0,0},	// S_PLAY_DIE1
+    {SPR_PLAY,8,10,{A_PlayerScream},S_PLAY_DIE3,0,0},	// S_PLAY_DIE2
+    {SPR_PLAY,9,10,{A_Fall},S_PLAY_DIE4,0,0},	// S_PLAY_DIE3
+    {SPR_PLAY,10,10,{NULL},S_PLAY_DIE5,0,0},	// S_PLAY_DIE4
+    {SPR_PLAY,11,10,{NULL},S_PLAY_DIE6,0,0},	// S_PLAY_DIE5
+    {SPR_PLAY,12,10,{NULL},S_PLAY_DIE7,0,0},	// S_PLAY_DIE6
+    {SPR_PLAY,13,-1,{NULL},S_NULL,0,0},	// S_PLAY_DIE7
+    {SPR_PLAY,14,5,{NULL},S_PLAY_XDIE2,0,0},	// S_PLAY_XDIE1
+    {SPR_PLAY,15,5,{A_XScream},S_PLAY_XDIE3,0,0},	// S_PLAY_XDIE2
+    {SPR_PLAY,16,5,{A_Fall},S_PLAY_XDIE4,0,0},	// S_PLAY_XDIE3
+    {SPR_PLAY,17,5,{NULL},S_PLAY_XDIE5,0,0},	// S_PLAY_XDIE4
+    {SPR_PLAY,18,5,{NULL},S_PLAY_XDIE6,0,0},	// S_PLAY_XDIE5
+    {SPR_PLAY,19,5,{NULL},S_PLAY_XDIE7,0,0},	// S_PLAY_XDIE6
+    {SPR_PLAY,20,5,{NULL},S_PLAY_XDIE8,0,0},	// S_PLAY_XDIE7
+    {SPR_PLAY,21,5,{NULL},S_PLAY_XDIE9,0,0},	// S_PLAY_XDIE8
+    {SPR_PLAY,22,-1,{NULL},S_NULL,0,0},	// S_PLAY_XDIE9
+    {SPR_POSS,0,10,{A_Look},S_POSS_STND2,0,0},	// S_POSS_STND
+    {SPR_POSS,1,10,{A_Look},S_POSS_STND,0,0},	// S_POSS_STND2
+    {SPR_POSS,0,4,{A_Chase},S_POSS_RUN2,0,0},	// S_POSS_RUN1
+    {SPR_POSS,0,4,{A_Chase},S_POSS_RUN3,0,0},	// S_POSS_RUN2
+    {SPR_POSS,1,4,{A_Chase},S_POSS_RUN4,0,0},	// S_POSS_RUN3
+    {SPR_POSS,1,4,{A_Chase},S_POSS_RUN5,0,0},	// S_POSS_RUN4
+    {SPR_POSS,2,4,{A_Chase},S_POSS_RUN6,0,0},	// S_POSS_RUN5
+    {SPR_POSS,2,4,{A_Chase},S_POSS_RUN7,0,0},	// S_POSS_RUN6
+    {SPR_POSS,3,4,{A_Chase},S_POSS_RUN8,0,0},	// S_POSS_RUN7
+    {SPR_POSS,3,4,{A_Chase},S_POSS_RUN1,0,0},	// S_POSS_RUN8
+    {SPR_POSS,4,10,{A_FaceTarget},S_POSS_ATK2,0,0},	// S_POSS_ATK1
+    {SPR_POSS,5,8,{A_PosAttack},S_POSS_ATK3,0,0},	// S_POSS_ATK2
+    {SPR_POSS,4,8,{NULL},S_POSS_RUN1,0,0},	// S_POSS_ATK3
+    {SPR_POSS,6,3,{NULL},S_POSS_PAIN2,0,0},	// S_POSS_PAIN
+    {SPR_POSS,6,3,{A_Pain},S_POSS_RUN1,0,0},	// S_POSS_PAIN2
+    {SPR_POSS,7,5,{NULL},S_POSS_DIE2,0,0},	// S_POSS_DIE1
+    {SPR_POSS,8,5,{A_Scream},S_POSS_DIE3,0,0},	// S_POSS_DIE2
+    {SPR_POSS,9,5,{A_Fall},S_POSS_DIE4,0,0},	// S_POSS_DIE3
+    {SPR_POSS,10,5,{NULL},S_POSS_DIE5,0,0},	// S_POSS_DIE4
+    {SPR_POSS,11,-1,{NULL},S_NULL,0,0},	// S_POSS_DIE5
+    {SPR_POSS,12,5,{NULL},S_POSS_XDIE2,0,0},	// S_POSS_XDIE1
+    {SPR_POSS,13,5,{A_XScream},S_POSS_XDIE3,0,0},	// S_POSS_XDIE2
+    {SPR_POSS,14,5,{A_Fall},S_POSS_XDIE4,0,0},	// S_POSS_XDIE3
+    {SPR_POSS,15,5,{NULL},S_POSS_XDIE5,0,0},	// S_POSS_XDIE4
+    {SPR_POSS,16,5,{NULL},S_POSS_XDIE6,0,0},	// S_POSS_XDIE5
+    {SPR_POSS,17,5,{NULL},S_POSS_XDIE7,0,0},	// S_POSS_XDIE6
+    {SPR_POSS,18,5,{NULL},S_POSS_XDIE8,0,0},	// S_POSS_XDIE7
+    {SPR_POSS,19,5,{NULL},S_POSS_XDIE9,0,0},	// S_POSS_XDIE8
+    {SPR_POSS,20,-1,{NULL},S_NULL,0,0},	// S_POSS_XDIE9
+    {SPR_POSS,10,5,{NULL},S_POSS_RAISE2,0,0},	// S_POSS_RAISE1
+    {SPR_POSS,9,5,{NULL},S_POSS_RAISE3,0,0},	// S_POSS_RAISE2
+    {SPR_POSS,8,5,{NULL},S_POSS_RAISE4,0,0},	// S_POSS_RAISE3
+    {SPR_POSS,7,5,{NULL},S_POSS_RUN1,0,0},	// S_POSS_RAISE4
+    {SPR_SPOS,0,10,{A_Look},S_SPOS_STND2,0,0},	// S_SPOS_STND
+    {SPR_SPOS,1,10,{A_Look},S_SPOS_STND,0,0},	// S_SPOS_STND2
+    {SPR_SPOS,0,3,{A_Chase},S_SPOS_RUN2,0,0},	// S_SPOS_RUN1
+    {SPR_SPOS,0,3,{A_Chase},S_SPOS_RUN3,0,0},	// S_SPOS_RUN2
+    {SPR_SPOS,1,3,{A_Chase},S_SPOS_RUN4,0,0},	// S_SPOS_RUN3
+    {SPR_SPOS,1,3,{A_Chase},S_SPOS_RUN5,0,0},	// S_SPOS_RUN4
+    {SPR_SPOS,2,3,{A_Chase},S_SPOS_RUN6,0,0},	// S_SPOS_RUN5
+    {SPR_SPOS,2,3,{A_Chase},S_SPOS_RUN7,0,0},	// S_SPOS_RUN6
+    {SPR_SPOS,3,3,{A_Chase},S_SPOS_RUN8,0,0},	// S_SPOS_RUN7
+    {SPR_SPOS,3,3,{A_Chase},S_SPOS_RUN1,0,0},	// S_SPOS_RUN8
+    {SPR_SPOS,4,10,{A_FaceTarget},S_SPOS_ATK2,0,0},	// S_SPOS_ATK1
+    {SPR_SPOS,32773,10,{A_SPosAttack},S_SPOS_ATK3,0,0},	// S_SPOS_ATK2
+    {SPR_SPOS,4,10,{NULL},S_SPOS_RUN1,0,0},	// S_SPOS_ATK3
+    {SPR_SPOS,6,3,{NULL},S_SPOS_PAIN2,0,0},	// S_SPOS_PAIN
+    {SPR_SPOS,6,3,{A_Pain},S_SPOS_RUN1,0,0},	// S_SPOS_PAIN2
+    {SPR_SPOS,7,5,{NULL},S_SPOS_DIE2,0,0},	// S_SPOS_DIE1
+    {SPR_SPOS,8,5,{A_Scream},S_SPOS_DIE3,0,0},	// S_SPOS_DIE2
+    {SPR_SPOS,9,5,{A_Fall},S_SPOS_DIE4,0,0},	// S_SPOS_DIE3
+    {SPR_SPOS,10,5,{NULL},S_SPOS_DIE5,0,0},	// S_SPOS_DIE4
+    {SPR_SPOS,11,-1,{NULL},S_NULL,0,0},	// S_SPOS_DIE5
+    {SPR_SPOS,12,5,{NULL},S_SPOS_XDIE2,0,0},	// S_SPOS_XDIE1
+    {SPR_SPOS,13,5,{A_XScream},S_SPOS_XDIE3,0,0},	// S_SPOS_XDIE2
+    {SPR_SPOS,14,5,{A_Fall},S_SPOS_XDIE4,0,0},	// S_SPOS_XDIE3
+    {SPR_SPOS,15,5,{NULL},S_SPOS_XDIE5,0,0},	// S_SPOS_XDIE4
+    {SPR_SPOS,16,5,{NULL},S_SPOS_XDIE6,0,0},	// S_SPOS_XDIE5
+    {SPR_SPOS,17,5,{NULL},S_SPOS_XDIE7,0,0},	// S_SPOS_XDIE6
+    {SPR_SPOS,18,5,{NULL},S_SPOS_XDIE8,0,0},	// S_SPOS_XDIE7
+    {SPR_SPOS,19,5,{NULL},S_SPOS_XDIE9,0,0},	// S_SPOS_XDIE8
+    {SPR_SPOS,20,-1,{NULL},S_NULL,0,0},	// S_SPOS_XDIE9
+    {SPR_SPOS,11,5,{NULL},S_SPOS_RAISE2,0,0},	// S_SPOS_RAISE1
+    {SPR_SPOS,10,5,{NULL},S_SPOS_RAISE3,0,0},	// S_SPOS_RAISE2
+    {SPR_SPOS,9,5,{NULL},S_SPOS_RAISE4,0,0},	// S_SPOS_RAISE3
+    {SPR_SPOS,8,5,{NULL},S_SPOS_RAISE5,0,0},	// S_SPOS_RAISE4
+    {SPR_SPOS,7,5,{NULL},S_SPOS_RUN1,0,0},	// S_SPOS_RAISE5
+    {SPR_VILE,0,10,{A_Look},S_VILE_STND2,0,0},	// S_VILE_STND
+    {SPR_VILE,1,10,{A_Look},S_VILE_STND,0,0},	// S_VILE_STND2
+    {SPR_VILE,0,2,{A_VileChase},S_VILE_RUN2,0,0},	// S_VILE_RUN1
+    {SPR_VILE,0,2,{A_VileChase},S_VILE_RUN3,0,0},	// S_VILE_RUN2
+    {SPR_VILE,1,2,{A_VileChase},S_VILE_RUN4,0,0},	// S_VILE_RUN3
+    {SPR_VILE,1,2,{A_VileChase},S_VILE_RUN5,0,0},	// S_VILE_RUN4
+    {SPR_VILE,2,2,{A_VileChase},S_VILE_RUN6,0,0},	// S_VILE_RUN5
+    {SPR_VILE,2,2,{A_VileChase},S_VILE_RUN7,0,0},	// S_VILE_RUN6
+    {SPR_VILE,3,2,{A_VileChase},S_VILE_RUN8,0,0},	// S_VILE_RUN7
+    {SPR_VILE,3,2,{A_VileChase},S_VILE_RUN9,0,0},	// S_VILE_RUN8
+    {SPR_VILE,4,2,{A_VileChase},S_VILE_RUN10,0,0},	// S_VILE_RUN9
+    {SPR_VILE,4,2,{A_VileChase},S_VILE_RUN11,0,0},	// S_VILE_RUN10
+    {SPR_VILE,5,2,{A_VileChase},S_VILE_RUN12,0,0},	// S_VILE_RUN11
+    {SPR_VILE,5,2,{A_VileChase},S_VILE_RUN1,0,0},	// S_VILE_RUN12
+    {SPR_VILE,32774,0,{A_VileStart},S_VILE_ATK2,0,0},	// S_VILE_ATK1
+    {SPR_VILE,32774,10,{A_FaceTarget},S_VILE_ATK3,0,0},	// S_VILE_ATK2
+    {SPR_VILE,32775,8,{A_VileTarget},S_VILE_ATK4,0,0},	// S_VILE_ATK3
+    {SPR_VILE,32776,8,{A_FaceTarget},S_VILE_ATK5,0,0},	// S_VILE_ATK4
+    {SPR_VILE,32777,8,{A_FaceTarget},S_VILE_ATK6,0,0},	// S_VILE_ATK5
+    {SPR_VILE,32778,8,{A_FaceTarget},S_VILE_ATK7,0,0},	// S_VILE_ATK6
+    {SPR_VILE,32779,8,{A_FaceTarget},S_VILE_ATK8,0,0},	// S_VILE_ATK7
+    {SPR_VILE,32780,8,{A_FaceTarget},S_VILE_ATK9,0,0},	// S_VILE_ATK8
+    {SPR_VILE,32781,8,{A_FaceTarget},S_VILE_ATK10,0,0},	// S_VILE_ATK9
+    {SPR_VILE,32782,8,{A_VileAttack},S_VILE_ATK11,0,0},	// S_VILE_ATK10
+    {SPR_VILE,32783,20,{NULL},S_VILE_RUN1,0,0},	// S_VILE_ATK11
+    {SPR_VILE,32794,10,{NULL},S_VILE_HEAL2,0,0},	// S_VILE_HEAL1
+    {SPR_VILE,32795,10,{NULL},S_VILE_HEAL3,0,0},	// S_VILE_HEAL2
+    {SPR_VILE,32796,10,{NULL},S_VILE_RUN1,0,0},	// S_VILE_HEAL3
+    {SPR_VILE,16,5,{NULL},S_VILE_PAIN2,0,0},	// S_VILE_PAIN
+    {SPR_VILE,16,5,{A_Pain},S_VILE_RUN1,0,0},	// S_VILE_PAIN2
+    {SPR_VILE,16,7,{NULL},S_VILE_DIE2,0,0},	// S_VILE_DIE1
+    {SPR_VILE,17,7,{A_Scream},S_VILE_DIE3,0,0},	// S_VILE_DIE2
+    {SPR_VILE,18,7,{A_Fall},S_VILE_DIE4,0,0},	// S_VILE_DIE3
+    {SPR_VILE,19,7,{NULL},S_VILE_DIE5,0,0},	// S_VILE_DIE4
+    {SPR_VILE,20,7,{NULL},S_VILE_DIE6,0,0},	// S_VILE_DIE5
+    {SPR_VILE,21,7,{NULL},S_VILE_DIE7,0,0},	// S_VILE_DIE6
+    {SPR_VILE,22,7,{NULL},S_VILE_DIE8,0,0},	// S_VILE_DIE7
+    {SPR_VILE,23,5,{NULL},S_VILE_DIE9,0,0},	// S_VILE_DIE8
+    {SPR_VILE,24,5,{NULL},S_VILE_DIE10,0,0},	// S_VILE_DIE9
+    {SPR_VILE,25,-1,{NULL},S_NULL,0,0},	// S_VILE_DIE10
+    {SPR_FIRE,32768,2,{A_StartFire},S_FIRE2,0,0},	// S_FIRE1
+    {SPR_FIRE,32769,2,{A_Fire},S_FIRE3,0,0},	// S_FIRE2
+    {SPR_FIRE,32768,2,{A_Fire},S_FIRE4,0,0},	// S_FIRE3
+    {SPR_FIRE,32769,2,{A_Fire},S_FIRE5,0,0},	// S_FIRE4
+    {SPR_FIRE,32770,2,{A_FireCrackle},S_FIRE6,0,0},	// S_FIRE5
+    {SPR_FIRE,32769,2,{A_Fire},S_FIRE7,0,0},	// S_FIRE6
+    {SPR_FIRE,32770,2,{A_Fire},S_FIRE8,0,0},	// S_FIRE7
+    {SPR_FIRE,32769,2,{A_Fire},S_FIRE9,0,0},	// S_FIRE8
+    {SPR_FIRE,32770,2,{A_Fire},S_FIRE10,0,0},	// S_FIRE9
+    {SPR_FIRE,32771,2,{A_Fire},S_FIRE11,0,0},	// S_FIRE10
+    {SPR_FIRE,32770,2,{A_Fire},S_FIRE12,0,0},	// S_FIRE11
+    {SPR_FIRE,32771,2,{A_Fire},S_FIRE13,0,0},	// S_FIRE12
+    {SPR_FIRE,32770,2,{A_Fire},S_FIRE14,0,0},	// S_FIRE13
+    {SPR_FIRE,32771,2,{A_Fire},S_FIRE15,0,0},	// S_FIRE14
+    {SPR_FIRE,32772,2,{A_Fire},S_FIRE16,0,0},	// S_FIRE15
+    {SPR_FIRE,32771,2,{A_Fire},S_FIRE17,0,0},	// S_FIRE16
+    {SPR_FIRE,32772,2,{A_Fire},S_FIRE18,0,0},	// S_FIRE17
+    {SPR_FIRE,32771,2,{A_Fire},S_FIRE19,0,0},	// S_FIRE18
+    {SPR_FIRE,32772,2,{A_FireCrackle},S_FIRE20,0,0},	// S_FIRE19
+    {SPR_FIRE,32773,2,{A_Fire},S_FIRE21,0,0},	// S_FIRE20
+    {SPR_FIRE,32772,2,{A_Fire},S_FIRE22,0,0},	// S_FIRE21
+    {SPR_FIRE,32773,2,{A_Fire},S_FIRE23,0,0},	// S_FIRE22
+    {SPR_FIRE,32772,2,{A_Fire},S_FIRE24,0,0},	// S_FIRE23
+    {SPR_FIRE,32773,2,{A_Fire},S_FIRE25,0,0},	// S_FIRE24
+    {SPR_FIRE,32774,2,{A_Fire},S_FIRE26,0,0},	// S_FIRE25
+    {SPR_FIRE,32775,2,{A_Fire},S_FIRE27,0,0},	// S_FIRE26
+    {SPR_FIRE,32774,2,{A_Fire},S_FIRE28,0,0},	// S_FIRE27
+    {SPR_FIRE,32775,2,{A_Fire},S_FIRE29,0,0},	// S_FIRE28
+    {SPR_FIRE,32774,2,{A_Fire},S_FIRE30,0,0},	// S_FIRE29
+    {SPR_FIRE,32775,2,{A_Fire},S_NULL,0,0},	// S_FIRE30
+    {SPR_PUFF,1,4,{NULL},S_SMOKE2,0,0},	// S_SMOKE1
+    {SPR_PUFF,2,4,{NULL},S_SMOKE3,0,0},	// S_SMOKE2
+    {SPR_PUFF,1,4,{NULL},S_SMOKE4,0,0},	// S_SMOKE3
+    {SPR_PUFF,2,4,{NULL},S_SMOKE5,0,0},	// S_SMOKE4
+    {SPR_PUFF,3,4,{NULL},S_NULL,0,0},	// S_SMOKE5
+    {SPR_FATB,32768,2,{A_Tracer},S_TRACER2,0,0},	// S_TRACER
+    {SPR_FATB,32769,2,{A_Tracer},S_TRACER,0,0},	// S_TRACER2
+    {SPR_FBXP,32768,8,{NULL},S_TRACEEXP2,0,0},	// S_TRACEEXP1
+    {SPR_FBXP,32769,6,{NULL},S_TRACEEXP3,0,0},	// S_TRACEEXP2
+    {SPR_FBXP,32770,4,{NULL},S_NULL,0,0},	// S_TRACEEXP3
+    {SPR_SKEL,0,10,{A_Look},S_SKEL_STND2,0,0},	// S_SKEL_STND
+    {SPR_SKEL,1,10,{A_Look},S_SKEL_STND,0,0},	// S_SKEL_STND2
+    {SPR_SKEL,0,2,{A_Chase},S_SKEL_RUN2,0,0},	// S_SKEL_RUN1
+    {SPR_SKEL,0,2,{A_Chase},S_SKEL_RUN3,0,0},	// S_SKEL_RUN2
+    {SPR_SKEL,1,2,{A_Chase},S_SKEL_RUN4,0,0},	// S_SKEL_RUN3
+    {SPR_SKEL,1,2,{A_Chase},S_SKEL_RUN5,0,0},	// S_SKEL_RUN4
+    {SPR_SKEL,2,2,{A_Chase},S_SKEL_RUN6,0,0},	// S_SKEL_RUN5
+    {SPR_SKEL,2,2,{A_Chase},S_SKEL_RUN7,0,0},	// S_SKEL_RUN6
+    {SPR_SKEL,3,2,{A_Chase},S_SKEL_RUN8,0,0},	// S_SKEL_RUN7
+    {SPR_SKEL,3,2,{A_Chase},S_SKEL_RUN9,0,0},	// S_SKEL_RUN8
+    {SPR_SKEL,4,2,{A_Chase},S_SKEL_RUN10,0,0},	// S_SKEL_RUN9
+    {SPR_SKEL,4,2,{A_Chase},S_SKEL_RUN11,0,0},	// S_SKEL_RUN10
+    {SPR_SKEL,5,2,{A_Chase},S_SKEL_RUN12,0,0},	// S_SKEL_RUN11
+    {SPR_SKEL,5,2,{A_Chase},S_SKEL_RUN1,0,0},	// S_SKEL_RUN12
+    {SPR_SKEL,6,0,{A_FaceTarget},S_SKEL_FIST2,0,0},	// S_SKEL_FIST1
+    {SPR_SKEL,6,6,{A_SkelWhoosh},S_SKEL_FIST3,0,0},	// S_SKEL_FIST2
+    {SPR_SKEL,7,6,{A_FaceTarget},S_SKEL_FIST4,0,0},	// S_SKEL_FIST3
+    {SPR_SKEL,8,6,{A_SkelFist},S_SKEL_RUN1,0,0},	// S_SKEL_FIST4
+    {SPR_SKEL,32777,0,{A_FaceTarget},S_SKEL_MISS2,0,0},	// S_SKEL_MISS1
+    {SPR_SKEL,32777,10,{A_FaceTarget},S_SKEL_MISS3,0,0},	// S_SKEL_MISS2
+    {SPR_SKEL,10,10,{A_SkelMissile},S_SKEL_MISS4,0,0},	// S_SKEL_MISS3
+    {SPR_SKEL,10,10,{A_FaceTarget},S_SKEL_RUN1,0,0},	// S_SKEL_MISS4
+    {SPR_SKEL,11,5,{NULL},S_SKEL_PAIN2,0,0},	// S_SKEL_PAIN
+    {SPR_SKEL,11,5,{A_Pain},S_SKEL_RUN1,0,0},	// S_SKEL_PAIN2
+    {SPR_SKEL,11,7,{NULL},S_SKEL_DIE2,0,0},	// S_SKEL_DIE1
+    {SPR_SKEL,12,7,{NULL},S_SKEL_DIE3,0,0},	// S_SKEL_DIE2
+    {SPR_SKEL,13,7,{A_Scream},S_SKEL_DIE4,0,0},	// S_SKEL_DIE3
+    {SPR_SKEL,14,7,{A_Fall},S_SKEL_DIE5,0,0},	// S_SKEL_DIE4
+    {SPR_SKEL,15,7,{NULL},S_SKEL_DIE6,0,0},	// S_SKEL_DIE5
+    {SPR_SKEL,16,-1,{NULL},S_NULL,0,0},	// S_SKEL_DIE6
+    {SPR_SKEL,16,5,{NULL},S_SKEL_RAISE2,0,0},	// S_SKEL_RAISE1
+    {SPR_SKEL,15,5,{NULL},S_SKEL_RAISE3,0,0},	// S_SKEL_RAISE2
+    {SPR_SKEL,14,5,{NULL},S_SKEL_RAISE4,0,0},	// S_SKEL_RAISE3
+    {SPR_SKEL,13,5,{NULL},S_SKEL_RAISE5,0,0},	// S_SKEL_RAISE4
+    {SPR_SKEL,12,5,{NULL},S_SKEL_RAISE6,0,0},	// S_SKEL_RAISE5
+    {SPR_SKEL,11,5,{NULL},S_SKEL_RUN1,0,0},	// S_SKEL_RAISE6
+    {SPR_MANF,32768,4,{NULL},S_FATSHOT2,0,0},	// S_FATSHOT1
+    {SPR_MANF,32769,4,{NULL},S_FATSHOT1,0,0},	// S_FATSHOT2
+    {SPR_MISL,32769,8,{NULL},S_FATSHOTX2,0,0},	// S_FATSHOTX1
+    {SPR_MISL,32770,6,{NULL},S_FATSHOTX3,0,0},	// S_FATSHOTX2
+    {SPR_MISL,32771,4,{NULL},S_NULL,0,0},	// S_FATSHOTX3
+    {SPR_FATT,0,15,{A_Look},S_FATT_STND2,0,0},	// S_FATT_STND
+    {SPR_FATT,1,15,{A_Look},S_FATT_STND,0,0},	// S_FATT_STND2
+    {SPR_FATT,0,4,{A_Chase},S_FATT_RUN2,0,0},	// S_FATT_RUN1
+    {SPR_FATT,0,4,{A_Chase},S_FATT_RUN3,0,0},	// S_FATT_RUN2
+    {SPR_FATT,1,4,{A_Chase},S_FATT_RUN4,0,0},	// S_FATT_RUN3
+    {SPR_FATT,1,4,{A_Chase},S_FATT_RUN5,0,0},	// S_FATT_RUN4
+    {SPR_FATT,2,4,{A_Chase},S_FATT_RUN6,0,0},	// S_FATT_RUN5
+    {SPR_FATT,2,4,{A_Chase},S_FATT_RUN7,0,0},	// S_FATT_RUN6
+    {SPR_FATT,3,4,{A_Chase},S_FATT_RUN8,0,0},	// S_FATT_RUN7
+    {SPR_FATT,3,4,{A_Chase},S_FATT_RUN9,0,0},	// S_FATT_RUN8
+    {SPR_FATT,4,4,{A_Chase},S_FATT_RUN10,0,0},	// S_FATT_RUN9
+    {SPR_FATT,4,4,{A_Chase},S_FATT_RUN11,0,0},	// S_FATT_RUN10
+    {SPR_FATT,5,4,{A_Chase},S_FATT_RUN12,0,0},	// S_FATT_RUN11
+    {SPR_FATT,5,4,{A_Chase},S_FATT_RUN1,0,0},	// S_FATT_RUN12
+    {SPR_FATT,6,20,{A_FatRaise},S_FATT_ATK2,0,0},	// S_FATT_ATK1
+    {SPR_FATT,32775,10,{A_FatAttack1},S_FATT_ATK3,0,0},	// S_FATT_ATK2
+    {SPR_FATT,8,5,{A_FaceTarget},S_FATT_ATK4,0,0},	// S_FATT_ATK3
+    {SPR_FATT,6,5,{A_FaceTarget},S_FATT_ATK5,0,0},	// S_FATT_ATK4
+    {SPR_FATT,32775,10,{A_FatAttack2},S_FATT_ATK6,0,0},	// S_FATT_ATK5
+    {SPR_FATT,8,5,{A_FaceTarget},S_FATT_ATK7,0,0},	// S_FATT_ATK6
+    {SPR_FATT,6,5,{A_FaceTarget},S_FATT_ATK8,0,0},	// S_FATT_ATK7
+    {SPR_FATT,32775,10,{A_FatAttack3},S_FATT_ATK9,0,0},	// S_FATT_ATK8
+    {SPR_FATT,8,5,{A_FaceTarget},S_FATT_ATK10,0,0},	// S_FATT_ATK9
+    {SPR_FATT,6,5,{A_FaceTarget},S_FATT_RUN1,0,0},	// S_FATT_ATK10
+    {SPR_FATT,9,3,{NULL},S_FATT_PAIN2,0,0},	// S_FATT_PAIN
+    {SPR_FATT,9,3,{A_Pain},S_FATT_RUN1,0,0},	// S_FATT_PAIN2
+    {SPR_FATT,10,6,{NULL},S_FATT_DIE2,0,0},	// S_FATT_DIE1
+    {SPR_FATT,11,6,{A_Scream},S_FATT_DIE3,0,0},	// S_FATT_DIE2
+    {SPR_FATT,12,6,{A_Fall},S_FATT_DIE4,0,0},	// S_FATT_DIE3
+    {SPR_FATT,13,6,{NULL},S_FATT_DIE5,0,0},	// S_FATT_DIE4
+    {SPR_FATT,14,6,{NULL},S_FATT_DIE6,0,0},	// S_FATT_DIE5
+    {SPR_FATT,15,6,{NULL},S_FATT_DIE7,0,0},	// S_FATT_DIE6
+    {SPR_FATT,16,6,{NULL},S_FATT_DIE8,0,0},	// S_FATT_DIE7
+    {SPR_FATT,17,6,{NULL},S_FATT_DIE9,0,0},	// S_FATT_DIE8
+    {SPR_FATT,18,6,{NULL},S_FATT_DIE10,0,0},	// S_FATT_DIE9
+    {SPR_FATT,19,-1,{A_BossDeath},S_NULL,0,0},	// S_FATT_DIE10
+    {SPR_FATT,17,5,{NULL},S_FATT_RAISE2,0,0},	// S_FATT_RAISE1
+    {SPR_FATT,16,5,{NULL},S_FATT_RAISE3,0,0},	// S_FATT_RAISE2
+    {SPR_FATT,15,5,{NULL},S_FATT_RAISE4,0,0},	// S_FATT_RAISE3
+    {SPR_FATT,14,5,{NULL},S_FATT_RAISE5,0,0},	// S_FATT_RAISE4
+    {SPR_FATT,13,5,{NULL},S_FATT_RAISE6,0,0},	// S_FATT_RAISE5
+    {SPR_FATT,12,5,{NULL},S_FATT_RAISE7,0,0},	// S_FATT_RAISE6
+    {SPR_FATT,11,5,{NULL},S_FATT_RAISE8,0,0},	// S_FATT_RAISE7
+    {SPR_FATT,10,5,{NULL},S_FATT_RUN1,0,0},	// S_FATT_RAISE8
+    {SPR_CPOS,0,10,{A_Look},S_CPOS_STND2,0,0},	// S_CPOS_STND
+    {SPR_CPOS,1,10,{A_Look},S_CPOS_STND,0,0},	// S_CPOS_STND2
+    {SPR_CPOS,0,3,{A_Chase},S_CPOS_RUN2,0,0},	// S_CPOS_RUN1
+    {SPR_CPOS,0,3,{A_Chase},S_CPOS_RUN3,0,0},	// S_CPOS_RUN2
+    {SPR_CPOS,1,3,{A_Chase},S_CPOS_RUN4,0,0},	// S_CPOS_RUN3
+    {SPR_CPOS,1,3,{A_Chase},S_CPOS_RUN5,0,0},	// S_CPOS_RUN4
+    {SPR_CPOS,2,3,{A_Chase},S_CPOS_RUN6,0,0},	// S_CPOS_RUN5
+    {SPR_CPOS,2,3,{A_Chase},S_CPOS_RUN7,0,0},	// S_CPOS_RUN6
+    {SPR_CPOS,3,3,{A_Chase},S_CPOS_RUN8,0,0},	// S_CPOS_RUN7
+    {SPR_CPOS,3,3,{A_Chase},S_CPOS_RUN1,0,0},	// S_CPOS_RUN8
+    {SPR_CPOS,4,10,{A_FaceTarget},S_CPOS_ATK2,0,0},	// S_CPOS_ATK1
+    {SPR_CPOS,32773,4,{A_CPosAttack},S_CPOS_ATK3,0,0},	// S_CPOS_ATK2
+    {SPR_CPOS,32772,4,{A_CPosAttack},S_CPOS_ATK4,0,0},	// S_CPOS_ATK3
+    {SPR_CPOS,5,1,{A_CPosRefire},S_CPOS_ATK2,0,0},	// S_CPOS_ATK4
+    {SPR_CPOS,6,3,{NULL},S_CPOS_PAIN2,0,0},	// S_CPOS_PAIN
+    {SPR_CPOS,6,3,{A_Pain},S_CPOS_RUN1,0,0},	// S_CPOS_PAIN2
+    {SPR_CPOS,7,5,{NULL},S_CPOS_DIE2,0,0},	// S_CPOS_DIE1
+    {SPR_CPOS,8,5,{A_Scream},S_CPOS_DIE3,0,0},	// S_CPOS_DIE2
+    {SPR_CPOS,9,5,{A_Fall},S_CPOS_DIE4,0,0},	// S_CPOS_DIE3
+    {SPR_CPOS,10,5,{NULL},S_CPOS_DIE5,0,0},	// S_CPOS_DIE4
+    {SPR_CPOS,11,5,{NULL},S_CPOS_DIE6,0,0},	// S_CPOS_DIE5
+    {SPR_CPOS,12,5,{NULL},S_CPOS_DIE7,0,0},	// S_CPOS_DIE6
+    {SPR_CPOS,13,-1,{NULL},S_NULL,0,0},	// S_CPOS_DIE7
+    {SPR_CPOS,14,5,{NULL},S_CPOS_XDIE2,0,0},	// S_CPOS_XDIE1
+    {SPR_CPOS,15,5,{A_XScream},S_CPOS_XDIE3,0,0},	// S_CPOS_XDIE2
+    {SPR_CPOS,16,5,{A_Fall},S_CPOS_XDIE4,0,0},	// S_CPOS_XDIE3
+    {SPR_CPOS,17,5,{NULL},S_CPOS_XDIE5,0,0},	// S_CPOS_XDIE4
+    {SPR_CPOS,18,5,{NULL},S_CPOS_XDIE6,0,0},	// S_CPOS_XDIE5
+    {SPR_CPOS,19,-1,{NULL},S_NULL,0,0},	// S_CPOS_XDIE6
+    {SPR_CPOS,13,5,{NULL},S_CPOS_RAISE2,0,0},	// S_CPOS_RAISE1
+    {SPR_CPOS,12,5,{NULL},S_CPOS_RAISE3,0,0},	// S_CPOS_RAISE2
+    {SPR_CPOS,11,5,{NULL},S_CPOS_RAISE4,0,0},	// S_CPOS_RAISE3
+    {SPR_CPOS,10,5,{NULL},S_CPOS_RAISE5,0,0},	// S_CPOS_RAISE4
+    {SPR_CPOS,9,5,{NULL},S_CPOS_RAISE6,0,0},	// S_CPOS_RAISE5
+    {SPR_CPOS,8,5,{NULL},S_CPOS_RAISE7,0,0},	// S_CPOS_RAISE6
+    {SPR_CPOS,7,5,{NULL},S_CPOS_RUN1,0,0},	// S_CPOS_RAISE7
+    {SPR_TROO,0,10,{A_Look},S_TROO_STND2,0,0},	// S_TROO_STND
+    {SPR_TROO,1,10,{A_Look},S_TROO_STND,0,0},	// S_TROO_STND2
+    {SPR_TROO,0,3,{A_Chase},S_TROO_RUN2,0,0},	// S_TROO_RUN1
+    {SPR_TROO,0,3,{A_Chase},S_TROO_RUN3,0,0},	// S_TROO_RUN2
+    {SPR_TROO,1,3,{A_Chase},S_TROO_RUN4,0,0},	// S_TROO_RUN3
+    {SPR_TROO,1,3,{A_Chase},S_TROO_RUN5,0,0},	// S_TROO_RUN4
+    {SPR_TROO,2,3,{A_Chase},S_TROO_RUN6,0,0},	// S_TROO_RUN5
+    {SPR_TROO,2,3,{A_Chase},S_TROO_RUN7,0,0},	// S_TROO_RUN6
+    {SPR_TROO,3,3,{A_Chase},S_TROO_RUN8,0,0},	// S_TROO_RUN7
+    {SPR_TROO,3,3,{A_Chase},S_TROO_RUN1,0,0},	// S_TROO_RUN8
+    {SPR_TROO,4,8,{A_FaceTarget},S_TROO_ATK2,0,0},	// S_TROO_ATK1
+    {SPR_TROO,5,8,{A_FaceTarget},S_TROO_ATK3,0,0},	// S_TROO_ATK2
+    {SPR_TROO,6,6,{A_TroopAttack},S_TROO_RUN1,0,0},	// S_TROO_ATK3
+    {SPR_TROO,7,2,{NULL},S_TROO_PAIN2,0,0},	// S_TROO_PAIN
+    {SPR_TROO,7,2,{A_Pain},S_TROO_RUN1,0,0},	// S_TROO_PAIN2
+    {SPR_TROO,8,8,{NULL},S_TROO_DIE2,0,0},	// S_TROO_DIE1
+    {SPR_TROO,9,8,{A_Scream},S_TROO_DIE3,0,0},	// S_TROO_DIE2
+    {SPR_TROO,10,6,{NULL},S_TROO_DIE4,0,0},	// S_TROO_DIE3
+    {SPR_TROO,11,6,{A_Fall},S_TROO_DIE5,0,0},	// S_TROO_DIE4
+    {SPR_TROO,12,-1,{NULL},S_NULL,0,0},	// S_TROO_DIE5
+    {SPR_TROO,13,5,{NULL},S_TROO_XDIE2,0,0},	// S_TROO_XDIE1
+    {SPR_TROO,14,5,{A_XScream},S_TROO_XDIE3,0,0},	// S_TROO_XDIE2
+    {SPR_TROO,15,5,{NULL},S_TROO_XDIE4,0,0},	// S_TROO_XDIE3
+    {SPR_TROO,16,5,{A_Fall},S_TROO_XDIE5,0,0},	// S_TROO_XDIE4
+    {SPR_TROO,17,5,{NULL},S_TROO_XDIE6,0,0},	// S_TROO_XDIE5
+    {SPR_TROO,18,5,{NULL},S_TROO_XDIE7,0,0},	// S_TROO_XDIE6
+    {SPR_TROO,19,5,{NULL},S_TROO_XDIE8,0,0},	// S_TROO_XDIE7
+    {SPR_TROO,20,-1,{NULL},S_NULL,0,0},	// S_TROO_XDIE8
+    {SPR_TROO,12,8,{NULL},S_TROO_RAISE2,0,0},	// S_TROO_RAISE1
+    {SPR_TROO,11,8,{NULL},S_TROO_RAISE3,0,0},	// S_TROO_RAISE2
+    {SPR_TROO,10,6,{NULL},S_TROO_RAISE4,0,0},	// S_TROO_RAISE3
+    {SPR_TROO,9,6,{NULL},S_TROO_RAISE5,0,0},	// S_TROO_RAISE4
+    {SPR_TROO,8,6,{NULL},S_TROO_RUN1,0,0},	// S_TROO_RAISE5
+    {SPR_SARG,0,10,{A_Look},S_SARG_STND2,0,0},	// S_SARG_STND
+    {SPR_SARG,1,10,{A_Look},S_SARG_STND,0,0},	// S_SARG_STND2
+    {SPR_SARG,0,2,{A_Chase},S_SARG_RUN2,0,0},	// S_SARG_RUN1
+    {SPR_SARG,0,2,{A_Chase},S_SARG_RUN3,0,0},	// S_SARG_RUN2
+    {SPR_SARG,1,2,{A_Chase},S_SARG_RUN4,0,0},	// S_SARG_RUN3
+    {SPR_SARG,1,2,{A_Chase},S_SARG_RUN5,0,0},	// S_SARG_RUN4
+    {SPR_SARG,2,2,{A_Chase},S_SARG_RUN6,0,0},	// S_SARG_RUN5
+    {SPR_SARG,2,2,{A_Chase},S_SARG_RUN7,0,0},	// S_SARG_RUN6
+    {SPR_SARG,3,2,{A_Chase},S_SARG_RUN8,0,0},	// S_SARG_RUN7
+    {SPR_SARG,3,2,{A_Chase},S_SARG_RUN1,0,0},	// S_SARG_RUN8
+    {SPR_SARG,4,8,{A_FaceTarget},S_SARG_ATK2,0,0},	// S_SARG_ATK1
+    {SPR_SARG,5,8,{A_FaceTarget},S_SARG_ATK3,0,0},	// S_SARG_ATK2
+    {SPR_SARG,6,8,{A_SargAttack},S_SARG_RUN1,0,0},	// S_SARG_ATK3
+    {SPR_SARG,7,2,{NULL},S_SARG_PAIN2,0,0},	// S_SARG_PAIN
+    {SPR_SARG,7,2,{A_Pain},S_SARG_RUN1,0,0},	// S_SARG_PAIN2
+    {SPR_SARG,8,8,{NULL},S_SARG_DIE2,0,0},	// S_SARG_DIE1
+    {SPR_SARG,9,8,{A_Scream},S_SARG_DIE3,0,0},	// S_SARG_DIE2
+    {SPR_SARG,10,4,{NULL},S_SARG_DIE4,0,0},	// S_SARG_DIE3
+    {SPR_SARG,11,4,{A_Fall},S_SARG_DIE5,0,0},	// S_SARG_DIE4
+    {SPR_SARG,12,4,{NULL},S_SARG_DIE6,0,0},	// S_SARG_DIE5
+    {SPR_SARG,13,-1,{NULL},S_NULL,0,0},	// S_SARG_DIE6
+    {SPR_SARG,13,5,{NULL},S_SARG_RAISE2,0,0},	// S_SARG_RAISE1
+    {SPR_SARG,12,5,{NULL},S_SARG_RAISE3,0,0},	// S_SARG_RAISE2
+    {SPR_SARG,11,5,{NULL},S_SARG_RAISE4,0,0},	// S_SARG_RAISE3
+    {SPR_SARG,10,5,{NULL},S_SARG_RAISE5,0,0},	// S_SARG_RAISE4
+    {SPR_SARG,9,5,{NULL},S_SARG_RAISE6,0,0},	// S_SARG_RAISE5
+    {SPR_SARG,8,5,{NULL},S_SARG_RUN1,0,0},	// S_SARG_RAISE6
+    {SPR_HEAD,0,10,{A_Look},S_HEAD_STND,0,0},	// S_HEAD_STND
+    {SPR_HEAD,0,3,{A_Chase},S_HEAD_RUN1,0,0},	// S_HEAD_RUN1
+    {SPR_HEAD,1,5,{A_FaceTarget},S_HEAD_ATK2,0,0},	// S_HEAD_ATK1
+    {SPR_HEAD,2,5,{A_FaceTarget},S_HEAD_ATK3,0,0},	// S_HEAD_ATK2
+    {SPR_HEAD,32771,5,{A_HeadAttack},S_HEAD_RUN1,0,0},	// S_HEAD_ATK3
+    {SPR_HEAD,4,3,{NULL},S_HEAD_PAIN2,0,0},	// S_HEAD_PAIN
+    {SPR_HEAD,4,3,{A_Pain},S_HEAD_PAIN3,0,0},	// S_HEAD_PAIN2
+    {SPR_HEAD,5,6,{NULL},S_HEAD_RUN1,0,0},	// S_HEAD_PAIN3
+    {SPR_HEAD,6,8,{NULL},S_HEAD_DIE2,0,0},	// S_HEAD_DIE1
+    {SPR_HEAD,7,8,{A_Scream},S_HEAD_DIE3,0,0},	// S_HEAD_DIE2
+    {SPR_HEAD,8,8,{NULL},S_HEAD_DIE4,0,0},	// S_HEAD_DIE3
+    {SPR_HEAD,9,8,{NULL},S_HEAD_DIE5,0,0},	// S_HEAD_DIE4
+    {SPR_HEAD,10,8,{A_Fall},S_HEAD_DIE6,0,0},	// S_HEAD_DIE5
+    {SPR_HEAD,11,-1,{NULL},S_NULL,0,0},	// S_HEAD_DIE6
+    {SPR_HEAD,11,8,{NULL},S_HEAD_RAISE2,0,0},	// S_HEAD_RAISE1
+    {SPR_HEAD,10,8,{NULL},S_HEAD_RAISE3,0,0},	// S_HEAD_RAISE2
+    {SPR_HEAD,9,8,{NULL},S_HEAD_RAISE4,0,0},	// S_HEAD_RAISE3
+    {SPR_HEAD,8,8,{NULL},S_HEAD_RAISE5,0,0},	// S_HEAD_RAISE4
+    {SPR_HEAD,7,8,{NULL},S_HEAD_RAISE6,0,0},	// S_HEAD_RAISE5
+    {SPR_HEAD,6,8,{NULL},S_HEAD_RUN1,0,0},	// S_HEAD_RAISE6
+    {SPR_BAL7,32768,4,{NULL},S_BRBALL2,0,0},	// S_BRBALL1
+    {SPR_BAL7,32769,4,{NULL},S_BRBALL1,0,0},	// S_BRBALL2
+    {SPR_BAL7,32770,6,{NULL},S_BRBALLX2,0,0},	// S_BRBALLX1
+    {SPR_BAL7,32771,6,{NULL},S_BRBALLX3,0,0},	// S_BRBALLX2
+    {SPR_BAL7,32772,6,{NULL},S_NULL,0,0},	// S_BRBALLX3
+    {SPR_BOSS,0,10,{A_Look},S_BOSS_STND2,0,0},	// S_BOSS_STND
+    {SPR_BOSS,1,10,{A_Look},S_BOSS_STND,0,0},	// S_BOSS_STND2
+    {SPR_BOSS,0,3,{A_Chase},S_BOSS_RUN2,0,0},	// S_BOSS_RUN1
+    {SPR_BOSS,0,3,{A_Chase},S_BOSS_RUN3,0,0},	// S_BOSS_RUN2
+    {SPR_BOSS,1,3,{A_Chase},S_BOSS_RUN4,0,0},	// S_BOSS_RUN3
+    {SPR_BOSS,1,3,{A_Chase},S_BOSS_RUN5,0,0},	// S_BOSS_RUN4
+    {SPR_BOSS,2,3,{A_Chase},S_BOSS_RUN6,0,0},	// S_BOSS_RUN5
+    {SPR_BOSS,2,3,{A_Chase},S_BOSS_RUN7,0,0},	// S_BOSS_RUN6
+    {SPR_BOSS,3,3,{A_Chase},S_BOSS_RUN8,0,0},	// S_BOSS_RUN7
+    {SPR_BOSS,3,3,{A_Chase},S_BOSS_RUN1,0,0},	// S_BOSS_RUN8
+    {SPR_BOSS,4,8,{A_FaceTarget},S_BOSS_ATK2,0,0},	// S_BOSS_ATK1
+    {SPR_BOSS,5,8,{A_FaceTarget},S_BOSS_ATK3,0,0},	// S_BOSS_ATK2
+    {SPR_BOSS,6,8,{A_BruisAttack},S_BOSS_RUN1,0,0},	// S_BOSS_ATK3
+    {SPR_BOSS,7,2,{NULL},S_BOSS_PAIN2,0,0},	// S_BOSS_PAIN
+    {SPR_BOSS,7,2,{A_Pain},S_BOSS_RUN1,0,0},	// S_BOSS_PAIN2
+    {SPR_BOSS,8,8,{NULL},S_BOSS_DIE2,0,0},	// S_BOSS_DIE1
+    {SPR_BOSS,9,8,{A_Scream},S_BOSS_DIE3,0,0},	// S_BOSS_DIE2
+    {SPR_BOSS,10,8,{NULL},S_BOSS_DIE4,0,0},	// S_BOSS_DIE3
+    {SPR_BOSS,11,8,{A_Fall},S_BOSS_DIE5,0,0},	// S_BOSS_DIE4
+    {SPR_BOSS,12,8,{NULL},S_BOSS_DIE6,0,0},	// S_BOSS_DIE5
+    {SPR_BOSS,13,8,{NULL},S_BOSS_DIE7,0,0},	// S_BOSS_DIE6
+    {SPR_BOSS,14,-1,{A_BossDeath},S_NULL,0,0},	// S_BOSS_DIE7
+    {SPR_BOSS,14,8,{NULL},S_BOSS_RAISE2,0,0},	// S_BOSS_RAISE1
+    {SPR_BOSS,13,8,{NULL},S_BOSS_RAISE3,0,0},	// S_BOSS_RAISE2
+    {SPR_BOSS,12,8,{NULL},S_BOSS_RAISE4,0,0},	// S_BOSS_RAISE3
+    {SPR_BOSS,11,8,{NULL},S_BOSS_RAISE5,0,0},	// S_BOSS_RAISE4
+    {SPR_BOSS,10,8,{NULL},S_BOSS_RAISE6,0,0},	// S_BOSS_RAISE5
+    {SPR_BOSS,9,8,{NULL},S_BOSS_RAISE7,0,0},	// S_BOSS_RAISE6
+    {SPR_BOSS,8,8,{NULL},S_BOSS_RUN1,0,0},	// S_BOSS_RAISE7
+    {SPR_BOS2,0,10,{A_Look},S_BOS2_STND2,0,0},	// S_BOS2_STND
+    {SPR_BOS2,1,10,{A_Look},S_BOS2_STND,0,0},	// S_BOS2_STND2
+    {SPR_BOS2,0,3,{A_Chase},S_BOS2_RUN2,0,0},	// S_BOS2_RUN1
+    {SPR_BOS2,0,3,{A_Chase},S_BOS2_RUN3,0,0},	// S_BOS2_RUN2
+    {SPR_BOS2,1,3,{A_Chase},S_BOS2_RUN4,0,0},	// S_BOS2_RUN3
+    {SPR_BOS2,1,3,{A_Chase},S_BOS2_RUN5,0,0},	// S_BOS2_RUN4
+    {SPR_BOS2,2,3,{A_Chase},S_BOS2_RUN6,0,0},	// S_BOS2_RUN5
+    {SPR_BOS2,2,3,{A_Chase},S_BOS2_RUN7,0,0},	// S_BOS2_RUN6
+    {SPR_BOS2,3,3,{A_Chase},S_BOS2_RUN8,0,0},	// S_BOS2_RUN7
+    {SPR_BOS2,3,3,{A_Chase},S_BOS2_RUN1,0,0},	// S_BOS2_RUN8
+    {SPR_BOS2,4,8,{A_FaceTarget},S_BOS2_ATK2,0,0},	// S_BOS2_ATK1
+    {SPR_BOS2,5,8,{A_FaceTarget},S_BOS2_ATK3,0,0},	// S_BOS2_ATK2
+    {SPR_BOS2,6,8,{A_BruisAttack},S_BOS2_RUN1,0,0},	// S_BOS2_ATK3
+    {SPR_BOS2,7,2,{NULL},S_BOS2_PAIN2,0,0},	// S_BOS2_PAIN
+    {SPR_BOS2,7,2,{A_Pain},S_BOS2_RUN1,0,0},	// S_BOS2_PAIN2
+    {SPR_BOS2,8,8,{NULL},S_BOS2_DIE2,0,0},	// S_BOS2_DIE1
+    {SPR_BOS2,9,8,{A_Scream},S_BOS2_DIE3,0,0},	// S_BOS2_DIE2
+    {SPR_BOS2,10,8,{NULL},S_BOS2_DIE4,0,0},	// S_BOS2_DIE3
+    {SPR_BOS2,11,8,{A_Fall},S_BOS2_DIE5,0,0},	// S_BOS2_DIE4
+    {SPR_BOS2,12,8,{NULL},S_BOS2_DIE6,0,0},	// S_BOS2_DIE5
+    {SPR_BOS2,13,8,{NULL},S_BOS2_DIE7,0,0},	// S_BOS2_DIE6
+    {SPR_BOS2,14,-1,{NULL},S_NULL,0,0},	// S_BOS2_DIE7
+    {SPR_BOS2,14,8,{NULL},S_BOS2_RAISE2,0,0},	// S_BOS2_RAISE1
+    {SPR_BOS2,13,8,{NULL},S_BOS2_RAISE3,0,0},	// S_BOS2_RAISE2
+    {SPR_BOS2,12,8,{NULL},S_BOS2_RAISE4,0,0},	// S_BOS2_RAISE3
+    {SPR_BOS2,11,8,{NULL},S_BOS2_RAISE5,0,0},	// S_BOS2_RAISE4
+    {SPR_BOS2,10,8,{NULL},S_BOS2_RAISE6,0,0},	// S_BOS2_RAISE5
+    {SPR_BOS2,9,8,{NULL},S_BOS2_RAISE7,0,0},	// S_BOS2_RAISE6
+    {SPR_BOS2,8,8,{NULL},S_BOS2_RUN1,0,0},	// S_BOS2_RAISE7
+    {SPR_SKUL,32768,10,{A_Look},S_SKULL_STND2,0,0},	// S_SKULL_STND
+    {SPR_SKUL,32769,10,{A_Look},S_SKULL_STND,0,0},	// S_SKULL_STND2
+    {SPR_SKUL,32768,6,{A_Chase},S_SKULL_RUN2,0,0},	// S_SKULL_RUN1
+    {SPR_SKUL,32769,6,{A_Chase},S_SKULL_RUN1,0,0},	// S_SKULL_RUN2
+    {SPR_SKUL,32770,10,{A_FaceTarget},S_SKULL_ATK2,0,0},	// S_SKULL_ATK1
+    {SPR_SKUL,32771,4,{A_SkullAttack},S_SKULL_ATK3,0,0},	// S_SKULL_ATK2
+    {SPR_SKUL,32770,4,{NULL},S_SKULL_ATK4,0,0},	// S_SKULL_ATK3
+    {SPR_SKUL,32771,4,{NULL},S_SKULL_ATK3,0,0},	// S_SKULL_ATK4
+    {SPR_SKUL,32772,3,{NULL},S_SKULL_PAIN2,0,0},	// S_SKULL_PAIN
+    {SPR_SKUL,32772,3,{A_Pain},S_SKULL_RUN1,0,0},	// S_SKULL_PAIN2
+    {SPR_SKUL,32773,6,{NULL},S_SKULL_DIE2,0,0},	// S_SKULL_DIE1
+    {SPR_SKUL,32774,6,{A_Scream},S_SKULL_DIE3,0,0},	// S_SKULL_DIE2
+    {SPR_SKUL,32775,6,{NULL},S_SKULL_DIE4,0,0},	// S_SKULL_DIE3
+    {SPR_SKUL,32776,6,{A_Fall},S_SKULL_DIE5,0,0},	// S_SKULL_DIE4
+    {SPR_SKUL,9,6,{NULL},S_SKULL_DIE6,0,0},	// S_SKULL_DIE5
+    {SPR_SKUL,10,6,{NULL},S_NULL,0,0},	// S_SKULL_DIE6
+    {SPR_SPID,0,10,{A_Look},S_SPID_STND2,0,0},	// S_SPID_STND
+    {SPR_SPID,1,10,{A_Look},S_SPID_STND,0,0},	// S_SPID_STND2
+    {SPR_SPID,0,3,{A_Metal},S_SPID_RUN2,0,0},	// S_SPID_RUN1
+    {SPR_SPID,0,3,{A_Chase},S_SPID_RUN3,0,0},	// S_SPID_RUN2
+    {SPR_SPID,1,3,{A_Chase},S_SPID_RUN4,0,0},	// S_SPID_RUN3
+    {SPR_SPID,1,3,{A_Chase},S_SPID_RUN5,0,0},	// S_SPID_RUN4
+    {SPR_SPID,2,3,{A_Metal},S_SPID_RUN6,0,0},	// S_SPID_RUN5
+    {SPR_SPID,2,3,{A_Chase},S_SPID_RUN7,0,0},	// S_SPID_RUN6
+    {SPR_SPID,3,3,{A_Chase},S_SPID_RUN8,0,0},	// S_SPID_RUN7
+    {SPR_SPID,3,3,{A_Chase},S_SPID_RUN9,0,0},	// S_SPID_RUN8
+    {SPR_SPID,4,3,{A_Metal},S_SPID_RUN10,0,0},	// S_SPID_RUN9
+    {SPR_SPID,4,3,{A_Chase},S_SPID_RUN11,0,0},	// S_SPID_RUN10
+    {SPR_SPID,5,3,{A_Chase},S_SPID_RUN12,0,0},	// S_SPID_RUN11
+    {SPR_SPID,5,3,{A_Chase},S_SPID_RUN1,0,0},	// S_SPID_RUN12
+    {SPR_SPID,32768,20,{A_FaceTarget},S_SPID_ATK2,0,0},	// S_SPID_ATK1
+    {SPR_SPID,32774,4,{A_SPosAttack},S_SPID_ATK3,0,0},	// S_SPID_ATK2
+    {SPR_SPID,32775,4,{A_SPosAttack},S_SPID_ATK4,0,0},	// S_SPID_ATK3
+    {SPR_SPID,32775,1,{A_SpidRefire},S_SPID_ATK2,0,0},	// S_SPID_ATK4
+    {SPR_SPID,8,3,{NULL},S_SPID_PAIN2,0,0},	// S_SPID_PAIN
+    {SPR_SPID,8,3,{A_Pain},S_SPID_RUN1,0,0},	// S_SPID_PAIN2
+    {SPR_SPID,9,20,{A_Scream},S_SPID_DIE2,0,0},	// S_SPID_DIE1
+    {SPR_SPID,10,10,{A_Fall},S_SPID_DIE3,0,0},	// S_SPID_DIE2
+    {SPR_SPID,11,10,{NULL},S_SPID_DIE4,0,0},	// S_SPID_DIE3
+    {SPR_SPID,12,10,{NULL},S_SPID_DIE5,0,0},	// S_SPID_DIE4
+    {SPR_SPID,13,10,{NULL},S_SPID_DIE6,0,0},	// S_SPID_DIE5
+    {SPR_SPID,14,10,{NULL},S_SPID_DIE7,0,0},	// S_SPID_DIE6
+    {SPR_SPID,15,10,{NULL},S_SPID_DIE8,0,0},	// S_SPID_DIE7
+    {SPR_SPID,16,10,{NULL},S_SPID_DIE9,0,0},	// S_SPID_DIE8
+    {SPR_SPID,17,10,{NULL},S_SPID_DIE10,0,0},	// S_SPID_DIE9
+    {SPR_SPID,18,30,{NULL},S_SPID_DIE11,0,0},	// S_SPID_DIE10
+    {SPR_SPID,18,-1,{A_BossDeath},S_NULL,0,0},	// S_SPID_DIE11
+    {SPR_BSPI,0,10,{A_Look},S_BSPI_STND2,0,0},	// S_BSPI_STND
+    {SPR_BSPI,1,10,{A_Look},S_BSPI_STND,0,0},	// S_BSPI_STND2
+    {SPR_BSPI,0,20,{NULL},S_BSPI_RUN1,0,0},	// S_BSPI_SIGHT
+    {SPR_BSPI,0,3,{A_BabyMetal},S_BSPI_RUN2,0,0},	// S_BSPI_RUN1
+    {SPR_BSPI,0,3,{A_Chase},S_BSPI_RUN3,0,0},	// S_BSPI_RUN2
+    {SPR_BSPI,1,3,{A_Chase},S_BSPI_RUN4,0,0},	// S_BSPI_RUN3
+    {SPR_BSPI,1,3,{A_Chase},S_BSPI_RUN5,0,0},	// S_BSPI_RUN4
+    {SPR_BSPI,2,3,{A_Chase},S_BSPI_RUN6,0,0},	// S_BSPI_RUN5
+    {SPR_BSPI,2,3,{A_Chase},S_BSPI_RUN7,0,0},	// S_BSPI_RUN6
+    {SPR_BSPI,3,3,{A_BabyMetal},S_BSPI_RUN8,0,0},	// S_BSPI_RUN7
+    {SPR_BSPI,3,3,{A_Chase},S_BSPI_RUN9,0,0},	// S_BSPI_RUN8
+    {SPR_BSPI,4,3,{A_Chase},S_BSPI_RUN10,0,0},	// S_BSPI_RUN9
+    {SPR_BSPI,4,3,{A_Chase},S_BSPI_RUN11,0,0},	// S_BSPI_RUN10
+    {SPR_BSPI,5,3,{A_Chase},S_BSPI_RUN12,0,0},	// S_BSPI_RUN11
+    {SPR_BSPI,5,3,{A_Chase},S_BSPI_RUN1,0,0},	// S_BSPI_RUN12
+    {SPR_BSPI,32768,20,{A_FaceTarget},S_BSPI_ATK2,0,0},	// S_BSPI_ATK1
+    {SPR_BSPI,32774,4,{A_BspiAttack},S_BSPI_ATK3,0,0},	// S_BSPI_ATK2
+    {SPR_BSPI,32775,4,{NULL},S_BSPI_ATK4,0,0},	// S_BSPI_ATK3
+    {SPR_BSPI,32775,1,{A_SpidRefire},S_BSPI_ATK2,0,0},	// S_BSPI_ATK4
+    {SPR_BSPI,8,3,{NULL},S_BSPI_PAIN2,0,0},	// S_BSPI_PAIN
+    {SPR_BSPI,8,3,{A_Pain},S_BSPI_RUN1,0,0},	// S_BSPI_PAIN2
+    {SPR_BSPI,9,20,{A_Scream},S_BSPI_DIE2,0,0},	// S_BSPI_DIE1
+    {SPR_BSPI,10,7,{A_Fall},S_BSPI_DIE3,0,0},	// S_BSPI_DIE2
+    {SPR_BSPI,11,7,{NULL},S_BSPI_DIE4,0,0},	// S_BSPI_DIE3
+    {SPR_BSPI,12,7,{NULL},S_BSPI_DIE5,0,0},	// S_BSPI_DIE4
+    {SPR_BSPI,13,7,{NULL},S_BSPI_DIE6,0,0},	// S_BSPI_DIE5
+    {SPR_BSPI,14,7,{NULL},S_BSPI_DIE7,0,0},	// S_BSPI_DIE6
+    {SPR_BSPI,15,-1,{A_BossDeath},S_NULL,0,0},	// S_BSPI_DIE7
+    {SPR_BSPI,15,5,{NULL},S_BSPI_RAISE2,0,0},	// S_BSPI_RAISE1
+    {SPR_BSPI,14,5,{NULL},S_BSPI_RAISE3,0,0},	// S_BSPI_RAISE2
+    {SPR_BSPI,13,5,{NULL},S_BSPI_RAISE4,0,0},	// S_BSPI_RAISE3
+    {SPR_BSPI,12,5,{NULL},S_BSPI_RAISE5,0,0},	// S_BSPI_RAISE4
+    {SPR_BSPI,11,5,{NULL},S_BSPI_RAISE6,0,0},	// S_BSPI_RAISE5
+    {SPR_BSPI,10,5,{NULL},S_BSPI_RAISE7,0,0},	// S_BSPI_RAISE6
+    {SPR_BSPI,9,5,{NULL},S_BSPI_RUN1,0,0},	// S_BSPI_RAISE7
+    {SPR_APLS,32768,5,{NULL},S_ARACH_PLAZ2,0,0},	// S_ARACH_PLAZ
+    {SPR_APLS,32769,5,{NULL},S_ARACH_PLAZ,0,0},	// S_ARACH_PLAZ2
+    {SPR_APBX,32768,5,{NULL},S_ARACH_PLEX2,0,0},	// S_ARACH_PLEX
+    {SPR_APBX,32769,5,{NULL},S_ARACH_PLEX3,0,0},	// S_ARACH_PLEX2
+    {SPR_APBX,32770,5,{NULL},S_ARACH_PLEX4,0,0},	// S_ARACH_PLEX3
+    {SPR_APBX,32771,5,{NULL},S_ARACH_PLEX5,0,0},	// S_ARACH_PLEX4
+    {SPR_APBX,32772,5,{NULL},S_NULL,0,0},	// S_ARACH_PLEX5
+    {SPR_CYBR,0,10,{A_Look},S_CYBER_STND2,0,0},	// S_CYBER_STND
+    {SPR_CYBR,1,10,{A_Look},S_CYBER_STND,0,0},	// S_CYBER_STND2
+    {SPR_CYBR,0,3,{A_Hoof},S_CYBER_RUN2,0,0},	// S_CYBER_RUN1
+    {SPR_CYBR,0,3,{A_Chase},S_CYBER_RUN3,0,0},	// S_CYBER_RUN2
+    {SPR_CYBR,1,3,{A_Chase},S_CYBER_RUN4,0,0},	// S_CYBER_RUN3
+    {SPR_CYBR,1,3,{A_Chase},S_CYBER_RUN5,0,0},	// S_CYBER_RUN4
+    {SPR_CYBR,2,3,{A_Chase},S_CYBER_RUN6,0,0},	// S_CYBER_RUN5
+    {SPR_CYBR,2,3,{A_Chase},S_CYBER_RUN7,0,0},	// S_CYBER_RUN6
+    {SPR_CYBR,3,3,{A_Metal},S_CYBER_RUN8,0,0},	// S_CYBER_RUN7
+    {SPR_CYBR,3,3,{A_Chase},S_CYBER_RUN1,0,0},	// S_CYBER_RUN8
+    {SPR_CYBR,4,6,{A_FaceTarget},S_CYBER_ATK2,0,0},	// S_CYBER_ATK1
+    {SPR_CYBR,5,12,{A_CyberAttack},S_CYBER_ATK3,0,0},	// S_CYBER_ATK2
+    {SPR_CYBR,4,12,{A_FaceTarget},S_CYBER_ATK4,0,0},	// S_CYBER_ATK3
+    {SPR_CYBR,5,12,{A_CyberAttack},S_CYBER_ATK5,0,0},	// S_CYBER_ATK4
+    {SPR_CYBR,4,12,{A_FaceTarget},S_CYBER_ATK6,0,0},	// S_CYBER_ATK5
+    {SPR_CYBR,5,12,{A_CyberAttack},S_CYBER_RUN1,0,0},	// S_CYBER_ATK6
+    {SPR_CYBR,6,10,{A_Pain},S_CYBER_RUN1,0,0},	// S_CYBER_PAIN
+    {SPR_CYBR,7,10,{NULL},S_CYBER_DIE2,0,0},	// S_CYBER_DIE1
+    {SPR_CYBR,8,10,{A_Scream},S_CYBER_DIE3,0,0},	// S_CYBER_DIE2
+    {SPR_CYBR,9,10,{NULL},S_CYBER_DIE4,0,0},	// S_CYBER_DIE3
+    {SPR_CYBR,10,10,{NULL},S_CYBER_DIE5,0,0},	// S_CYBER_DIE4
+    {SPR_CYBR,11,10,{NULL},S_CYBER_DIE6,0,0},	// S_CYBER_DIE5
+    {SPR_CYBR,12,10,{A_Fall},S_CYBER_DIE7,0,0},	// S_CYBER_DIE6
+    {SPR_CYBR,13,10,{NULL},S_CYBER_DIE8,0,0},	// S_CYBER_DIE7
+    {SPR_CYBR,14,10,{NULL},S_CYBER_DIE9,0,0},	// S_CYBER_DIE8
+    {SPR_CYBR,15,30,{NULL},S_CYBER_DIE10,0,0},	// S_CYBER_DIE9
+    {SPR_CYBR,15,-1,{A_BossDeath},S_NULL,0,0},	// S_CYBER_DIE10
+    {SPR_PAIN,0,10,{A_Look},S_PAIN_STND,0,0},	// S_PAIN_STND
+    {SPR_PAIN,0,3,{A_Chase},S_PAIN_RUN2,0,0},	// S_PAIN_RUN1
+    {SPR_PAIN,0,3,{A_Chase},S_PAIN_RUN3,0,0},	// S_PAIN_RUN2
+    {SPR_PAIN,1,3,{A_Chase},S_PAIN_RUN4,0,0},	// S_PAIN_RUN3
+    {SPR_PAIN,1,3,{A_Chase},S_PAIN_RUN5,0,0},	// S_PAIN_RUN4
+    {SPR_PAIN,2,3,{A_Chase},S_PAIN_RUN6,0,0},	// S_PAIN_RUN5
+    {SPR_PAIN,2,3,{A_Chase},S_PAIN_RUN1,0,0},	// S_PAIN_RUN6
+    {SPR_PAIN,3,5,{A_FaceTarget},S_PAIN_ATK2,0,0},	// S_PAIN_ATK1
+    {SPR_PAIN,4,5,{A_FaceTarget},S_PAIN_ATK3,0,0},	// S_PAIN_ATK2
+    {SPR_PAIN,32773,5,{A_FaceTarget},S_PAIN_ATK4,0,0},	// S_PAIN_ATK3
+    {SPR_PAIN,32773,0,{A_PainAttack},S_PAIN_RUN1,0,0},	// S_PAIN_ATK4
+    {SPR_PAIN,6,6,{NULL},S_PAIN_PAIN2,0,0},	// S_PAIN_PAIN
+    {SPR_PAIN,6,6,{A_Pain},S_PAIN_RUN1,0,0},	// S_PAIN_PAIN2
+    {SPR_PAIN,32775,8,{NULL},S_PAIN_DIE2,0,0},	// S_PAIN_DIE1
+    {SPR_PAIN,32776,8,{A_Scream},S_PAIN_DIE3,0,0},	// S_PAIN_DIE2
+    {SPR_PAIN,32777,8,{NULL},S_PAIN_DIE4,0,0},	// S_PAIN_DIE3
+    {SPR_PAIN,32778,8,{NULL},S_PAIN_DIE5,0,0},	// S_PAIN_DIE4
+    {SPR_PAIN,32779,8,{A_PainDie},S_PAIN_DIE6,0,0},	// S_PAIN_DIE5
+    {SPR_PAIN,32780,8,{NULL},S_NULL,0,0},	// S_PAIN_DIE6
+    {SPR_PAIN,12,8,{NULL},S_PAIN_RAISE2,0,0},	// S_PAIN_RAISE1
+    {SPR_PAIN,11,8,{NULL},S_PAIN_RAISE3,0,0},	// S_PAIN_RAISE2
+    {SPR_PAIN,10,8,{NULL},S_PAIN_RAISE4,0,0},	// S_PAIN_RAISE3
+    {SPR_PAIN,9,8,{NULL},S_PAIN_RAISE5,0,0},	// S_PAIN_RAISE4
+    {SPR_PAIN,8,8,{NULL},S_PAIN_RAISE6,0,0},	// S_PAIN_RAISE5
+    {SPR_PAIN,7,8,{NULL},S_PAIN_RUN1,0,0},	// S_PAIN_RAISE6
+    {SPR_SSWV,0,10,{A_Look},S_SSWV_STND2,0,0},	// S_SSWV_STND
+    {SPR_SSWV,1,10,{A_Look},S_SSWV_STND,0,0},	// S_SSWV_STND2
+    {SPR_SSWV,0,3,{A_Chase},S_SSWV_RUN2,0,0},	// S_SSWV_RUN1
+    {SPR_SSWV,0,3,{A_Chase},S_SSWV_RUN3,0,0},	// S_SSWV_RUN2
+    {SPR_SSWV,1,3,{A_Chase},S_SSWV_RUN4,0,0},	// S_SSWV_RUN3
+    {SPR_SSWV,1,3,{A_Chase},S_SSWV_RUN5,0,0},	// S_SSWV_RUN4
+    {SPR_SSWV,2,3,{A_Chase},S_SSWV_RUN6,0,0},	// S_SSWV_RUN5
+    {SPR_SSWV,2,3,{A_Chase},S_SSWV_RUN7,0,0},	// S_SSWV_RUN6
+    {SPR_SSWV,3,3,{A_Chase},S_SSWV_RUN8,0,0},	// S_SSWV_RUN7
+    {SPR_SSWV,3,3,{A_Chase},S_SSWV_RUN1,0,0},	// S_SSWV_RUN8
+    {SPR_SSWV,4,10,{A_FaceTarget},S_SSWV_ATK2,0,0},	// S_SSWV_ATK1
+    {SPR_SSWV,5,10,{A_FaceTarget},S_SSWV_ATK3,0,0},	// S_SSWV_ATK2
+    {SPR_SSWV,32774,4,{A_CPosAttack},S_SSWV_ATK4,0,0},	// S_SSWV_ATK3
+    {SPR_SSWV,5,6,{A_FaceTarget},S_SSWV_ATK5,0,0},	// S_SSWV_ATK4
+    {SPR_SSWV,32774,4,{A_CPosAttack},S_SSWV_ATK6,0,0},	// S_SSWV_ATK5
+    {SPR_SSWV,5,1,{A_CPosRefire},S_SSWV_ATK2,0,0},	// S_SSWV_ATK6
+    {SPR_SSWV,7,3,{NULL},S_SSWV_PAIN2,0,0},	// S_SSWV_PAIN
+    {SPR_SSWV,7,3,{A_Pain},S_SSWV_RUN1,0,0},	// S_SSWV_PAIN2
+    {SPR_SSWV,8,5,{NULL},S_SSWV_DIE2,0,0},	// S_SSWV_DIE1
+    {SPR_SSWV,9,5,{A_Scream},S_SSWV_DIE3,0,0},	// S_SSWV_DIE2
+    {SPR_SSWV,10,5,{A_Fall},S_SSWV_DIE4,0,0},	// S_SSWV_DIE3
+    {SPR_SSWV,11,5,{NULL},S_SSWV_DIE5,0,0},	// S_SSWV_DIE4
+    {SPR_SSWV,12,-1,{NULL},S_NULL,0,0},	// S_SSWV_DIE5
+    {SPR_SSWV,13,5,{NULL},S_SSWV_XDIE2,0,0},	// S_SSWV_XDIE1
+    {SPR_SSWV,14,5,{A_XScream},S_SSWV_XDIE3,0,0},	// S_SSWV_XDIE2
+    {SPR_SSWV,15,5,{A_Fall},S_SSWV_XDIE4,0,0},	// S_SSWV_XDIE3
+    {SPR_SSWV,16,5,{NULL},S_SSWV_XDIE5,0,0},	// S_SSWV_XDIE4
+    {SPR_SSWV,17,5,{NULL},S_SSWV_XDIE6,0,0},	// S_SSWV_XDIE5
+    {SPR_SSWV,18,5,{NULL},S_SSWV_XDIE7,0,0},	// S_SSWV_XDIE6
+    {SPR_SSWV,19,5,{NULL},S_SSWV_XDIE8,0,0},	// S_SSWV_XDIE7
+    {SPR_SSWV,20,5,{NULL},S_SSWV_XDIE9,0,0},	// S_SSWV_XDIE8
+    {SPR_SSWV,21,-1,{NULL},S_NULL,0,0},	// S_SSWV_XDIE9
+    {SPR_SSWV,12,5,{NULL},S_SSWV_RAISE2,0,0},	// S_SSWV_RAISE1
+    {SPR_SSWV,11,5,{NULL},S_SSWV_RAISE3,0,0},	// S_SSWV_RAISE2
+    {SPR_SSWV,10,5,{NULL},S_SSWV_RAISE4,0,0},	// S_SSWV_RAISE3
+    {SPR_SSWV,9,5,{NULL},S_SSWV_RAISE5,0,0},	// S_SSWV_RAISE4
+    {SPR_SSWV,8,5,{NULL},S_SSWV_RUN1,0,0},	// S_SSWV_RAISE5
+    {SPR_KEEN,0,-1,{NULL},S_KEENSTND,0,0},	// S_KEENSTND
+    {SPR_KEEN,0,6,{NULL},S_COMMKEEN2,0,0},	// S_COMMKEEN
+    {SPR_KEEN,1,6,{NULL},S_COMMKEEN3,0,0},	// S_COMMKEEN2
+    {SPR_KEEN,2,6,{A_Scream},S_COMMKEEN4,0,0},	// S_COMMKEEN3
+    {SPR_KEEN,3,6,{NULL},S_COMMKEEN5,0,0},	// S_COMMKEEN4
+    {SPR_KEEN,4,6,{NULL},S_COMMKEEN6,0,0},	// S_COMMKEEN5
+    {SPR_KEEN,5,6,{NULL},S_COMMKEEN7,0,0},	// S_COMMKEEN6
+    {SPR_KEEN,6,6,{NULL},S_COMMKEEN8,0,0},	// S_COMMKEEN7
+    {SPR_KEEN,7,6,{NULL},S_COMMKEEN9,0,0},	// S_COMMKEEN8
+    {SPR_KEEN,8,6,{NULL},S_COMMKEEN10,0,0},	// S_COMMKEEN9
+    {SPR_KEEN,9,6,{NULL},S_COMMKEEN11,0,0},	// S_COMMKEEN10
+    {SPR_KEEN,10,6,{A_KeenDie},S_COMMKEEN12,0,0},// S_COMMKEEN11
+    {SPR_KEEN,11,-1,{NULL},S_NULL,0,0},		// S_COMMKEEN12
+    {SPR_KEEN,12,4,{NULL},S_KEENPAIN2,0,0},	// S_KEENPAIN
+    {SPR_KEEN,12,8,{A_Pain},S_KEENSTND,0,0},	// S_KEENPAIN2
+    {SPR_BBRN,0,-1,{NULL},S_NULL,0,0},		// S_BRAIN
+    {SPR_BBRN,1,36,{A_BrainPain},S_BRAIN,0,0},	// S_BRAIN_PAIN
+    {SPR_BBRN,0,100,{A_BrainScream},S_BRAIN_DIE2,0,0},	// S_BRAIN_DIE1
+    {SPR_BBRN,0,10,{NULL},S_BRAIN_DIE3,0,0},	// S_BRAIN_DIE2
+    {SPR_BBRN,0,10,{NULL},S_BRAIN_DIE4,0,0},	// S_BRAIN_DIE3
+    {SPR_BBRN,0,-1,{A_BrainDie},S_NULL,0,0},	// S_BRAIN_DIE4
+    {SPR_SSWV,0,10,{A_Look},S_BRAINEYE,0,0},	// S_BRAINEYE
+    {SPR_SSWV,0,181,{A_BrainAwake},S_BRAINEYE1,0,0},	// S_BRAINEYESEE
+    {SPR_SSWV,0,150,{A_BrainSpit},S_BRAINEYE1,0,0},	// S_BRAINEYE1
+    {SPR_BOSF,32768,3,{A_SpawnSound},S_SPAWN2,0,0},	// S_SPAWN1
+    {SPR_BOSF,32769,3,{A_SpawnFly},S_SPAWN3,0,0},	// S_SPAWN2
+    {SPR_BOSF,32770,3,{A_SpawnFly},S_SPAWN4,0,0},	// S_SPAWN3
+    {SPR_BOSF,32771,3,{A_SpawnFly},S_SPAWN1,0,0},	// S_SPAWN4
+    {SPR_FIRE,32768,4,{A_Fire},S_SPAWNFIRE2,0,0},	// S_SPAWNFIRE1
+    {SPR_FIRE,32769,4,{A_Fire},S_SPAWNFIRE3,0,0},	// S_SPAWNFIRE2
+    {SPR_FIRE,32770,4,{A_Fire},S_SPAWNFIRE4,0,0},	// S_SPAWNFIRE3
+    {SPR_FIRE,32771,4,{A_Fire},S_SPAWNFIRE5,0,0},	// S_SPAWNFIRE4
+    {SPR_FIRE,32772,4,{A_Fire},S_SPAWNFIRE6,0,0},	// S_SPAWNFIRE5
+    {SPR_FIRE,32773,4,{A_Fire},S_SPAWNFIRE7,0,0},	// S_SPAWNFIRE6
+    {SPR_FIRE,32774,4,{A_Fire},S_SPAWNFIRE8,0,0},	// S_SPAWNFIRE7
+    {SPR_FIRE,32775,4,{A_Fire},S_NULL,0,0},		// S_SPAWNFIRE8
+    {SPR_MISL,32769,10,{NULL},S_BRAINEXPLODE2,0,0},	// S_BRAINEXPLODE1
+    {SPR_MISL,32770,10,{NULL},S_BRAINEXPLODE3,0,0},	// S_BRAINEXPLODE2
+    {SPR_MISL,32771,10,{A_BrainExplode},S_NULL,0,0},	// S_BRAINEXPLODE3
+    {SPR_ARM1,0,6,{NULL},S_ARM1A,0,0},	// S_ARM1
+    {SPR_ARM1,32769,7,{NULL},S_ARM1,0,0},	// S_ARM1A
+    {SPR_ARM2,0,6,{NULL},S_ARM2A,0,0},	// S_ARM2
+    {SPR_ARM2,32769,6,{NULL},S_ARM2,0,0},	// S_ARM2A
+    {SPR_BAR1,0,6,{NULL},S_BAR2,0,0},	// S_BAR1
+    {SPR_BAR1,1,6,{NULL},S_BAR1,0,0},	// S_BAR2
+    {SPR_BEXP,32768,5,{NULL},S_BEXP2,0,0},	// S_BEXP
+    {SPR_BEXP,32769,5,{A_Scream},S_BEXP3,0,0},	// S_BEXP2
+    {SPR_BEXP,32770,5,{NULL},S_BEXP4,0,0},	// S_BEXP3
+    {SPR_BEXP,32771,10,{A_Explode},S_BEXP5,0,0},	// S_BEXP4
+    {SPR_BEXP,32772,10,{NULL},S_NULL,0,0},	// S_BEXP5
+    {SPR_FCAN,32768,4,{NULL},S_BBAR2,0,0},	// S_BBAR1
+    {SPR_FCAN,32769,4,{NULL},S_BBAR3,0,0},	// S_BBAR2
+    {SPR_FCAN,32770,4,{NULL},S_BBAR1,0,0},	// S_BBAR3
+    {SPR_BON1,0,6,{NULL},S_BON1A,0,0},	// S_BON1
+    {SPR_BON1,1,6,{NULL},S_BON1B,0,0},	// S_BON1A
+    {SPR_BON1,2,6,{NULL},S_BON1C,0,0},	// S_BON1B
+    {SPR_BON1,3,6,{NULL},S_BON1D,0,0},	// S_BON1C
+    {SPR_BON1,2,6,{NULL},S_BON1E,0,0},	// S_BON1D
+    {SPR_BON1,1,6,{NULL},S_BON1,0,0},	// S_BON1E
+    {SPR_BON2,0,6,{NULL},S_BON2A,0,0},	// S_BON2
+    {SPR_BON2,1,6,{NULL},S_BON2B,0,0},	// S_BON2A
+    {SPR_BON2,2,6,{NULL},S_BON2C,0,0},	// S_BON2B
+    {SPR_BON2,3,6,{NULL},S_BON2D,0,0},	// S_BON2C
+    {SPR_BON2,2,6,{NULL},S_BON2E,0,0},	// S_BON2D
+    {SPR_BON2,1,6,{NULL},S_BON2,0,0},	// S_BON2E
+    {SPR_BKEY,0,10,{NULL},S_BKEY2,0,0},	// S_BKEY
+    {SPR_BKEY,32769,10,{NULL},S_BKEY,0,0},	// S_BKEY2
+    {SPR_RKEY,0,10,{NULL},S_RKEY2,0,0},	// S_RKEY
+    {SPR_RKEY,32769,10,{NULL},S_RKEY,0,0},	// S_RKEY2
+    {SPR_YKEY,0,10,{NULL},S_YKEY2,0,0},	// S_YKEY
+    {SPR_YKEY,32769,10,{NULL},S_YKEY,0,0},	// S_YKEY2
+    {SPR_BSKU,0,10,{NULL},S_BSKULL2,0,0},	// S_BSKULL
+    {SPR_BSKU,32769,10,{NULL},S_BSKULL,0,0},	// S_BSKULL2
+    {SPR_RSKU,0,10,{NULL},S_RSKULL2,0,0},	// S_RSKULL
+    {SPR_RSKU,32769,10,{NULL},S_RSKULL,0,0},	// S_RSKULL2
+    {SPR_YSKU,0,10,{NULL},S_YSKULL2,0,0},	// S_YSKULL
+    {SPR_YSKU,32769,10,{NULL},S_YSKULL,0,0},	// S_YSKULL2
+    {SPR_STIM,0,-1,{NULL},S_NULL,0,0},	// S_STIM
+    {SPR_MEDI,0,-1,{NULL},S_NULL,0,0},	// S_MEDI
+    {SPR_SOUL,32768,6,{NULL},S_SOUL2,0,0},	// S_SOUL
+    {SPR_SOUL,32769,6,{NULL},S_SOUL3,0,0},	// S_SOUL2
+    {SPR_SOUL,32770,6,{NULL},S_SOUL4,0,0},	// S_SOUL3
+    {SPR_SOUL,32771,6,{NULL},S_SOUL5,0,0},	// S_SOUL4
+    {SPR_SOUL,32770,6,{NULL},S_SOUL6,0,0},	// S_SOUL5
+    {SPR_SOUL,32769,6,{NULL},S_SOUL,0,0},	// S_SOUL6
+    {SPR_PINV,32768,6,{NULL},S_PINV2,0,0},	// S_PINV
+    {SPR_PINV,32769,6,{NULL},S_PINV3,0,0},	// S_PINV2
+    {SPR_PINV,32770,6,{NULL},S_PINV4,0,0},	// S_PINV3
+    {SPR_PINV,32771,6,{NULL},S_PINV,0,0},	// S_PINV4
+    {SPR_PSTR,32768,-1,{NULL},S_NULL,0,0},	// S_PSTR
+    {SPR_PINS,32768,6,{NULL},S_PINS2,0,0},	// S_PINS
+    {SPR_PINS,32769,6,{NULL},S_PINS3,0,0},	// S_PINS2
+    {SPR_PINS,32770,6,{NULL},S_PINS4,0,0},	// S_PINS3
+    {SPR_PINS,32771,6,{NULL},S_PINS,0,0},	// S_PINS4
+    {SPR_MEGA,32768,6,{NULL},S_MEGA2,0,0},	// S_MEGA
+    {SPR_MEGA,32769,6,{NULL},S_MEGA3,0,0},	// S_MEGA2
+    {SPR_MEGA,32770,6,{NULL},S_MEGA4,0,0},	// S_MEGA3
+    {SPR_MEGA,32771,6,{NULL},S_MEGA,0,0},	// S_MEGA4
+    {SPR_SUIT,32768,-1,{NULL},S_NULL,0,0},	// S_SUIT
+    {SPR_PMAP,32768,6,{NULL},S_PMAP2,0,0},	// S_PMAP
+    {SPR_PMAP,32769,6,{NULL},S_PMAP3,0,0},	// S_PMAP2
+    {SPR_PMAP,32770,6,{NULL},S_PMAP4,0,0},	// S_PMAP3
+    {SPR_PMAP,32771,6,{NULL},S_PMAP5,0,0},	// S_PMAP4
+    {SPR_PMAP,32770,6,{NULL},S_PMAP6,0,0},	// S_PMAP5
+    {SPR_PMAP,32769,6,{NULL},S_PMAP,0,0},	// S_PMAP6
+    {SPR_PVIS,32768,6,{NULL},S_PVIS2,0,0},	// S_PVIS
+    {SPR_PVIS,1,6,{NULL},S_PVIS,0,0},	// S_PVIS2
+    {SPR_CLIP,0,-1,{NULL},S_NULL,0,0},	// S_CLIP
+    {SPR_AMMO,0,-1,{NULL},S_NULL,0,0},	// S_AMMO
+    {SPR_ROCK,0,-1,{NULL},S_NULL,0,0},	// S_ROCK
+    {SPR_BROK,0,-1,{NULL},S_NULL,0,0},	// S_BROK
+    {SPR_CELL,0,-1,{NULL},S_NULL,0,0},	// S_CELL
+    {SPR_CELP,0,-1,{NULL},S_NULL,0,0},	// S_CELP
+    {SPR_SHEL,0,-1,{NULL},S_NULL,0,0},	// S_SHEL
+    {SPR_SBOX,0,-1,{NULL},S_NULL,0,0},	// S_SBOX
+    {SPR_BPAK,0,-1,{NULL},S_NULL,0,0},	// S_BPAK
+    {SPR_BFUG,0,-1,{NULL},S_NULL,0,0},	// S_BFUG
+    {SPR_MGUN,0,-1,{NULL},S_NULL,0,0},	// S_MGUN
+    {SPR_CSAW,0,-1,{NULL},S_NULL,0,0},	// S_CSAW
+    {SPR_LAUN,0,-1,{NULL},S_NULL,0,0},	// S_LAUN
+    {SPR_PLAS,0,-1,{NULL},S_NULL,0,0},	// S_PLAS
+    {SPR_SHOT,0,-1,{NULL},S_NULL,0,0},	// S_SHOT
+    {SPR_SGN2,0,-1,{NULL},S_NULL,0,0},	// S_SHOT2
+    {SPR_COLU,32768,-1,{NULL},S_NULL,0,0},	// S_COLU
+    {SPR_SMT2,0,-1,{NULL},S_NULL,0,0},	// S_STALAG
+    {SPR_GOR1,0,10,{NULL},S_BLOODYTWITCH2,0,0},	// S_BLOODYTWITCH
+    {SPR_GOR1,1,15,{NULL},S_BLOODYTWITCH3,0,0},	// S_BLOODYTWITCH2
+    {SPR_GOR1,2,8,{NULL},S_BLOODYTWITCH4,0,0},	// S_BLOODYTWITCH3
+    {SPR_GOR1,1,6,{NULL},S_BLOODYTWITCH,0,0},	// S_BLOODYTWITCH4
+    {SPR_PLAY,13,-1,{NULL},S_NULL,0,0},	// S_DEADTORSO
+    {SPR_PLAY,18,-1,{NULL},S_NULL,0,0},	// S_DEADBOTTOM
+    {SPR_POL2,0,-1,{NULL},S_NULL,0,0},	// S_HEADSONSTICK
+    {SPR_POL5,0,-1,{NULL},S_NULL,0,0},	// S_GIBS
+    {SPR_POL4,0,-1,{NULL},S_NULL,0,0},	// S_HEADONASTICK
+    {SPR_POL3,32768,6,{NULL},S_HEADCANDLES2,0,0},	// S_HEADCANDLES
+    {SPR_POL3,32769,6,{NULL},S_HEADCANDLES,0,0},	// S_HEADCANDLES2
+    {SPR_POL1,0,-1,{NULL},S_NULL,0,0},	// S_DEADSTICK
+    {SPR_POL6,0,6,{NULL},S_LIVESTICK2,0,0},	// S_LIVESTICK
+    {SPR_POL6,1,8,{NULL},S_LIVESTICK,0,0},	// S_LIVESTICK2
+    {SPR_GOR2,0,-1,{NULL},S_NULL,0,0},	// S_MEAT2
+    {SPR_GOR3,0,-1,{NULL},S_NULL,0,0},	// S_MEAT3
+    {SPR_GOR4,0,-1,{NULL},S_NULL,0,0},	// S_MEAT4
+    {SPR_GOR5,0,-1,{NULL},S_NULL,0,0},	// S_MEAT5
+    {SPR_SMIT,0,-1,{NULL},S_NULL,0,0},	// S_STALAGTITE
+    {SPR_COL1,0,-1,{NULL},S_NULL,0,0},	// S_TALLGRNCOL
+    {SPR_COL2,0,-1,{NULL},S_NULL,0,0},	// S_SHRTGRNCOL
+    {SPR_COL3,0,-1,{NULL},S_NULL,0,0},	// S_TALLREDCOL
+    {SPR_COL4,0,-1,{NULL},S_NULL,0,0},	// S_SHRTREDCOL
+    {SPR_CAND,32768,-1,{NULL},S_NULL,0,0},	// S_CANDLESTIK
+    {SPR_CBRA,32768,-1,{NULL},S_NULL,0,0},	// S_CANDELABRA
+    {SPR_COL6,0,-1,{NULL},S_NULL,0,0},	// S_SKULLCOL
+    {SPR_TRE1,0,-1,{NULL},S_NULL,0,0},	// S_TORCHTREE
+    {SPR_TRE2,0,-1,{NULL},S_NULL,0,0},	// S_BIGTREE
+    {SPR_ELEC,0,-1,{NULL},S_NULL,0,0},	// S_TECHPILLAR
+    {SPR_CEYE,32768,6,{NULL},S_EVILEYE2,0,0},	// S_EVILEYE
+    {SPR_CEYE,32769,6,{NULL},S_EVILEYE3,0,0},	// S_EVILEYE2
+    {SPR_CEYE,32770,6,{NULL},S_EVILEYE4,0,0},	// S_EVILEYE3
+    {SPR_CEYE,32769,6,{NULL},S_EVILEYE,0,0},	// S_EVILEYE4
+    {SPR_FSKU,32768,6,{NULL},S_FLOATSKULL2,0,0},	// S_FLOATSKULL
+    {SPR_FSKU,32769,6,{NULL},S_FLOATSKULL3,0,0},	// S_FLOATSKULL2
+    {SPR_FSKU,32770,6,{NULL},S_FLOATSKULL,0,0},	// S_FLOATSKULL3
+    {SPR_COL5,0,14,{NULL},S_HEARTCOL2,0,0},	// S_HEARTCOL
+    {SPR_COL5,1,14,{NULL},S_HEARTCOL,0,0},	// S_HEARTCOL2
+    {SPR_TBLU,32768,4,{NULL},S_BLUETORCH2,0,0},	// S_BLUETORCH
+    {SPR_TBLU,32769,4,{NULL},S_BLUETORCH3,0,0},	// S_BLUETORCH2
+    {SPR_TBLU,32770,4,{NULL},S_BLUETORCH4,0,0},	// S_BLUETORCH3
+    {SPR_TBLU,32771,4,{NULL},S_BLUETORCH,0,0},	// S_BLUETORCH4
+    {SPR_TGRN,32768,4,{NULL},S_GREENTORCH2,0,0},	// S_GREENTORCH
+    {SPR_TGRN,32769,4,{NULL},S_GREENTORCH3,0,0},	// S_GREENTORCH2
+    {SPR_TGRN,32770,4,{NULL},S_GREENTORCH4,0,0},	// S_GREENTORCH3
+    {SPR_TGRN,32771,4,{NULL},S_GREENTORCH,0,0},	// S_GREENTORCH4
+    {SPR_TRED,32768,4,{NULL},S_REDTORCH2,0,0},	// S_REDTORCH
+    {SPR_TRED,32769,4,{NULL},S_REDTORCH3,0,0},	// S_REDTORCH2
+    {SPR_TRED,32770,4,{NULL},S_REDTORCH4,0,0},	// S_REDTORCH3
+    {SPR_TRED,32771,4,{NULL},S_REDTORCH,0,0},	// S_REDTORCH4
+    {SPR_SMBT,32768,4,{NULL},S_BTORCHSHRT2,0,0},	// S_BTORCHSHRT
+    {SPR_SMBT,32769,4,{NULL},S_BTORCHSHRT3,0,0},	// S_BTORCHSHRT2
+    {SPR_SMBT,32770,4,{NULL},S_BTORCHSHRT4,0,0},	// S_BTORCHSHRT3
+    {SPR_SMBT,32771,4,{NULL},S_BTORCHSHRT,0,0},	// S_BTORCHSHRT4
+    {SPR_SMGT,32768,4,{NULL},S_GTORCHSHRT2,0,0},	// S_GTORCHSHRT
+    {SPR_SMGT,32769,4,{NULL},S_GTORCHSHRT3,0,0},	// S_GTORCHSHRT2
+    {SPR_SMGT,32770,4,{NULL},S_GTORCHSHRT4,0,0},	// S_GTORCHSHRT3
+    {SPR_SMGT,32771,4,{NULL},S_GTORCHSHRT,0,0},	// S_GTORCHSHRT4
+    {SPR_SMRT,32768,4,{NULL},S_RTORCHSHRT2,0,0},	// S_RTORCHSHRT
+    {SPR_SMRT,32769,4,{NULL},S_RTORCHSHRT3,0,0},	// S_RTORCHSHRT2
+    {SPR_SMRT,32770,4,{NULL},S_RTORCHSHRT4,0,0},	// S_RTORCHSHRT3
+    {SPR_SMRT,32771,4,{NULL},S_RTORCHSHRT,0,0},	// S_RTORCHSHRT4
+    {SPR_HDB1,0,-1,{NULL},S_NULL,0,0},	// S_HANGNOGUTS
+    {SPR_HDB2,0,-1,{NULL},S_NULL,0,0},	// S_HANGBNOBRAIN
+    {SPR_HDB3,0,-1,{NULL},S_NULL,0,0},	// S_HANGTLOOKDN
+    {SPR_HDB4,0,-1,{NULL},S_NULL,0,0},	// S_HANGTSKULL
+    {SPR_HDB5,0,-1,{NULL},S_NULL,0,0},	// S_HANGTLOOKUP
+    {SPR_HDB6,0,-1,{NULL},S_NULL,0,0},	// S_HANGTNOBRAIN
+    {SPR_POB1,0,-1,{NULL},S_NULL,0,0},	// S_COLONGIBS
+    {SPR_POB2,0,-1,{NULL},S_NULL,0,0},	// S_SMALLPOOL
+    {SPR_BRS1,0,-1,{NULL},S_NULL,0,0},		// S_BRAINSTEM
+    {SPR_TLMP,32768,4,{NULL},S_TECHLAMP2,0,0},	// S_TECHLAMP
+    {SPR_TLMP,32769,4,{NULL},S_TECHLAMP3,0,0},	// S_TECHLAMP2
+    {SPR_TLMP,32770,4,{NULL},S_TECHLAMP4,0,0},	// S_TECHLAMP3
+    {SPR_TLMP,32771,4,{NULL},S_TECHLAMP,0,0},	// S_TECHLAMP4
+    {SPR_TLP2,32768,4,{NULL},S_TECH2LAMP2,0,0},	// S_TECH2LAMP
+    {SPR_TLP2,32769,4,{NULL},S_TECH2LAMP3,0,0},	// S_TECH2LAMP2
+    {SPR_TLP2,32770,4,{NULL},S_TECH2LAMP4,0,0},	// S_TECH2LAMP3
+    {SPR_TLP2,32771,4,{NULL},S_TECH2LAMP,0,0}	// S_TECH2LAMP4
+};
+
+
+mobjinfo_t mobjinfo[NUMMOBJTYPES] = {
+
+    {		// MT_PLAYER
+	-1,		// doomednum
+	S_PLAY,		// spawnstate
+	100,		// spawnhealth
+	S_PLAY_RUN1,		// seestate
+	sfx_None,		// seesound
+	0,		// reactiontime
+	sfx_None,		// attacksound
+	S_PLAY_PAIN,		// painstate
+	255,		// painchance
+	sfx_plpain,		// painsound
+	S_NULL,		// meleestate
+	S_PLAY_ATK1,		// missilestate
+	S_PLAY_DIE1,		// deathstate
+	S_PLAY_XDIE1,		// xdeathstate
+	sfx_pldeth,		// deathsound
+	0,		// speed
+	16*FRACUNIT,		// radius
+	56*FRACUNIT,		// height
+	100,		// mass
+	0,		// damage
+	sfx_None,		// activesound
+	MF_SOLID|MF_SHOOTABLE|MF_DROPOFF|MF_PICKUP|MF_NOTDMATCH,		// flags
+	S_NULL		// raisestate
+    },
+
+    {		// MT_POSSESSED
+	3004,		// doomednum
+	S_POSS_STND,		// spawnstate
+	20,		// spawnhealth
+	S_POSS_RUN1,		// seestate
+	sfx_posit1,		// seesound
+	8,		// reactiontime
+	sfx_pistol,		// attacksound
+	S_POSS_PAIN,		// painstate
+	200,		// painchance
+	sfx_popain,		// painsound
+	0,		// meleestate
+	S_POSS_ATK1,		// missilestate
+	S_POSS_DIE1,		// deathstate
+	S_POSS_XDIE1,		// xdeathstate
+	sfx_podth1,		// deathsound
+	8,		// speed
+	20*FRACUNIT,		// radius
+	56*FRACUNIT,		// height
+	100,		// mass
+	0,		// damage
+	sfx_posact,		// activesound
+	MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL,		// flags
+	S_POSS_RAISE1		// raisestate
+    },
+
+    {		// MT_SHOTGUY
+	9,		// doomednum
+	S_SPOS_STND,		// spawnstate
+	30,		// spawnhealth
+	S_SPOS_RUN1,		// seestate
+	sfx_posit2,		// seesound
+	8,		// reactiontime
+	0,		// attacksound
+	S_SPOS_PAIN,		// painstate
+	170,		// painchance
+	sfx_popain,		// painsound
+	0,		// meleestate
+	S_SPOS_ATK1,		// missilestate
+	S_SPOS_DIE1,		// deathstate
+	S_SPOS_XDIE1,		// xdeathstate
+	sfx_podth2,		// deathsound
+	8,		// speed
+	20*FRACUNIT,		// radius
+	56*FRACUNIT,		// height
+	100,		// mass
+	0,		// damage
+	sfx_posact,		// activesound
+	MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL,		// flags
+	S_SPOS_RAISE1		// raisestate
+    },
+
+    {		// MT_VILE
+	64,		// doomednum
+	S_VILE_STND,		// spawnstate
+	700,		// spawnhealth
+	S_VILE_RUN1,		// seestate
+	sfx_vilsit,		// seesound
+	8,		// reactiontime
+	0,		// attacksound
+	S_VILE_PAIN,		// painstate
+	10,		// painchance
+	sfx_vipain,		// painsound
+	0,		// meleestate
+	S_VILE_ATK1,		// missilestate
+	S_VILE_DIE1,		// deathstate
+	S_NULL,		// xdeathstate
+	sfx_vildth,		// deathsound
+	15,		// speed
+	20*FRACUNIT,		// radius
+	56*FRACUNIT,		// height
+	500,		// mass
+	0,		// damage
+	sfx_vilact,		// activesound
+	MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL,		// flags
+	S_NULL		// raisestate
+    },
+
+    {		// MT_FIRE
+	-1,		// doomednum
+	S_FIRE1,		// spawnstate
+	1000,		// spawnhealth
+	S_NULL,		// seestate
+	sfx_None,		// seesound
+	8,		// reactiontime
+	sfx_None,		// attacksound
+	S_NULL,		// painstate
+	0,		// painchance
+	sfx_None,		// painsound
+	S_NULL,		// meleestate
+	S_NULL,		// missilestate
+	S_NULL,		// deathstate
+	S_NULL,		// xdeathstate
+	sfx_None,		// deathsound
+	0,		// speed
+	20*FRACUNIT,		// radius
+	16*FRACUNIT,		// height
+	100,		// mass
+	0,		// damage
+	sfx_None,		// activesound
+	MF_NOBLOCKMAP|MF_NOGRAVITY,		// flags
+	S_NULL		// raisestate
+    },
+
+    {		// MT_UNDEAD
+	66,		// doomednum
+	S_SKEL_STND,		// spawnstate
+	300,		// spawnhealth
+	S_SKEL_RUN1,		// seestate
+	sfx_skesit,		// seesound
+	8,		// reactiontime
+	0,		// attacksound
+	S_SKEL_PAIN,		// painstate
+	100,		// painchance
+	sfx_popain,		// painsound
+	S_SKEL_FIST1,		// meleestate
+	S_SKEL_MISS1,		// missilestate
+	S_SKEL_DIE1,		// deathstate
+	S_NULL,		// xdeathstate
+	sfx_skedth,		// deathsound
+	10,		// speed
+	20*FRACUNIT,		// radius
+	56*FRACUNIT,		// height
+	500,		// mass
+	0,		// damage
+	sfx_skeact,		// activesound
+	MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL,		// flags
+	S_SKEL_RAISE1		// raisestate
+    },
+
+    {		// MT_TRACER
+	-1,		// doomednum
+	S_TRACER,		// spawnstate
+	1000,		// spawnhealth
+	S_NULL,		// seestate
+	sfx_skeatk,		// seesound
+	8,		// reactiontime
+	sfx_None,		// attacksound
+	S_NULL,		// painstate
+	0,		// painchance
+	sfx_None,		// painsound
+	S_NULL,		// meleestate
+	S_NULL,		// missilestate
+	S_TRACEEXP1,		// deathstate
+	S_NULL,		// xdeathstate
+	sfx_barexp,		// deathsound
+	10*FRACUNIT,		// speed
+	11*FRACUNIT,		// radius
+	8*FRACUNIT,		// height
+	100,		// mass
+	10,		// damage
+	sfx_None,		// activesound
+	MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY,		// flags
+	S_NULL		// raisestate
+    },
+
+    {		// MT_SMOKE
+	-1,		// doomednum
+	S_SMOKE1,		// spawnstate
+	1000,		// spawnhealth
+	S_NULL,		// seestate
+	sfx_None,		// seesound
+	8,		// reactiontime
+	sfx_None,		// attacksound
+	S_NULL,		// painstate
+	0,		// painchance
+	sfx_None,		// painsound
+	S_NULL,		// meleestate
+	S_NULL,		// missilestate
+	S_NULL,		// deathstate
+	S_NULL,		// xdeathstate
+	sfx_None,		// deathsound
+	0,		// speed
+	20*FRACUNIT,		// radius
+	16*FRACUNIT,		// height
+	100,		// mass
+	0,		// damage
+	sfx_None,		// activesound
+	MF_NOBLOCKMAP|MF_NOGRAVITY,		// flags
+	S_NULL		// raisestate
+    },
+
+    {		// MT_FATSO
+	67,		// doomednum
+	S_FATT_STND,		// spawnstate
+	600,		// spawnhealth
+	S_FATT_RUN1,		// seestate
+	sfx_mansit,		// seesound
+	8,		// reactiontime
+	0,		// attacksound
+	S_FATT_PAIN,		// painstate
+	80,		// painchance
+	sfx_mnpain,		// painsound
+	0,		// meleestate
+	S_FATT_ATK1,		// missilestate
+	S_FATT_DIE1,		// deathstate
+	S_NULL,		// xdeathstate
+	sfx_mandth,		// deathsound
+	8,		// speed
+	48*FRACUNIT,		// radius
+	64*FRACUNIT,		// height
+	1000,		// mass
+	0,		// damage
+	sfx_posact,		// activesound
+	MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL,		// flags
+	S_FATT_RAISE1		// raisestate
+    },
+
+    {		// MT_FATSHOT
+	-1,		// doomednum
+	S_FATSHOT1,		// spawnstate
+	1000,		// spawnhealth
+	S_NULL,		// seestate
+	sfx_firsht,		// seesound
+	8,		// reactiontime
+	sfx_None,		// attacksound
+	S_NULL,		// painstate
+	0,		// painchance
+	sfx_None,		// painsound
+	S_NULL,		// meleestate
+	S_NULL,		// missilestate
+	S_FATSHOTX1,		// deathstate
+	S_NULL,		// xdeathstate
+	sfx_firxpl,		// deathsound
+	20*FRACUNIT,		// speed
+	6*FRACUNIT,		// radius
+	8*FRACUNIT,		// height
+	100,		// mass
+	8,		// damage
+	sfx_None,		// activesound
+	MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY,		// flags
+	S_NULL		// raisestate
+    },
+
+    {		// MT_CHAINGUY
+	65,		// doomednum
+	S_CPOS_STND,		// spawnstate
+	70,		// spawnhealth
+	S_CPOS_RUN1,		// seestate
+	sfx_posit2,		// seesound
+	8,		// reactiontime
+	0,		// attacksound
+	S_CPOS_PAIN,		// painstate
+	170,		// painchance
+	sfx_popain,		// painsound
+	0,		// meleestate
+	S_CPOS_ATK1,		// missilestate
+	S_CPOS_DIE1,		// deathstate
+	S_CPOS_XDIE1,		// xdeathstate
+	sfx_podth2,		// deathsound
+	8,		// speed
+	20*FRACUNIT,		// radius
+	56*FRACUNIT,		// height
+	100,		// mass
+	0,		// damage
+	sfx_posact,		// activesound
+	MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL,		// flags
+	S_CPOS_RAISE1		// raisestate
+    },
+
+    {		// MT_TROOP
+	3001,		// doomednum
+	S_TROO_STND,		// spawnstate
+	60,		// spawnhealth
+	S_TROO_RUN1,		// seestate
+	sfx_bgsit1,		// seesound
+	8,		// reactiontime
+	0,		// attacksound
+	S_TROO_PAIN,		// painstate
+	200,		// painchance
+	sfx_popain,		// painsound
+	S_TROO_ATK1,		// meleestate
+	S_TROO_ATK1,		// missilestate
+	S_TROO_DIE1,		// deathstate
+	S_TROO_XDIE1,		// xdeathstate
+	sfx_bgdth1,		// deathsound
+	8,		// speed
+	20*FRACUNIT,		// radius
+	56*FRACUNIT,		// height
+	100,		// mass
+	0,		// damage
+	sfx_bgact,		// activesound
+	MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL,		// flags
+	S_TROO_RAISE1		// raisestate
+    },
+
+    {		// MT_SERGEANT
+	3002,		// doomednum
+	S_SARG_STND,		// spawnstate
+	150,		// spawnhealth
+	S_SARG_RUN1,		// seestate
+	sfx_sgtsit,		// seesound
+	8,		// reactiontime
+	sfx_sgtatk,		// attacksound
+	S_SARG_PAIN,		// painstate
+	180,		// painchance
+	sfx_dmpain,		// painsound
+	S_SARG_ATK1,		// meleestate
+	0,		// missilestate
+	S_SARG_DIE1,		// deathstate
+	S_NULL,		// xdeathstate
+	sfx_sgtdth,		// deathsound
+	10,		// speed
+	30*FRACUNIT,		// radius
+	56*FRACUNIT,		// height
+	400,		// mass
+	0,		// damage
+	sfx_dmact,		// activesound
+	MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL,		// flags
+	S_SARG_RAISE1		// raisestate
+    },
+
+    {		// MT_SHADOWS
+	58,		// doomednum
+	S_SARG_STND,		// spawnstate
+	150,		// spawnhealth
+	S_SARG_RUN1,		// seestate
+	sfx_sgtsit,		// seesound
+	8,		// reactiontime
+	sfx_sgtatk,		// attacksound
+	S_SARG_PAIN,		// painstate
+	180,		// painchance
+	sfx_dmpain,		// painsound
+	S_SARG_ATK1,		// meleestate
+	0,		// missilestate
+	S_SARG_DIE1,		// deathstate
+	S_NULL,		// xdeathstate
+	sfx_sgtdth,		// deathsound
+	10,		// speed
+	30*FRACUNIT,		// radius
+	56*FRACUNIT,		// height
+	400,		// mass
+	0,		// damage
+	sfx_dmact,		// activesound
+	MF_SOLID|MF_SHOOTABLE|MF_SHADOW|MF_COUNTKILL,		// flags
+	S_SARG_RAISE1		// raisestate
+    },
+
+    {		// MT_HEAD
+	3005,		// doomednum
+	S_HEAD_STND,		// spawnstate
+	400,		// spawnhealth
+	S_HEAD_RUN1,		// seestate
+	sfx_cacsit,		// seesound
+	8,		// reactiontime
+	0,		// attacksound
+	S_HEAD_PAIN,		// painstate
+	128,		// painchance
+	sfx_dmpain,		// painsound
+	0,		// meleestate
+	S_HEAD_ATK1,		// missilestate
+	S_HEAD_DIE1,		// deathstate
+	S_NULL,		// xdeathstate
+	sfx_cacdth,		// deathsound
+	8,		// speed
+	31*FRACUNIT,		// radius
+	56*FRACUNIT,		// height
+	400,		// mass
+	0,		// damage
+	sfx_dmact,		// activesound
+	MF_SOLID|MF_SHOOTABLE|MF_FLOAT|MF_NOGRAVITY|MF_COUNTKILL,		// flags
+	S_HEAD_RAISE1		// raisestate
+    },
+
+    {		// MT_BRUISER
+	3003,		// doomednum
+	S_BOSS_STND,		// spawnstate
+	1000,		// spawnhealth
+	S_BOSS_RUN1,		// seestate
+	sfx_brssit,		// seesound
+	8,		// reactiontime
+	0,		// attacksound
+	S_BOSS_PAIN,		// painstate
+	50,		// painchance
+	sfx_dmpain,		// painsound
+	S_BOSS_ATK1,		// meleestate
+	S_BOSS_ATK1,		// missilestate
+	S_BOSS_DIE1,		// deathstate
+	S_NULL,		// xdeathstate
+	sfx_brsdth,		// deathsound
+	8,		// speed
+	24*FRACUNIT,		// radius
+	64*FRACUNIT,		// height
+	1000,		// mass
+	0,		// damage
+	sfx_dmact,		// activesound
+	MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL,		// flags
+	S_BOSS_RAISE1		// raisestate
+    },
+
+    {		// MT_BRUISERSHOT
+	-1,		// doomednum
+	S_BRBALL1,		// spawnstate
+	1000,		// spawnhealth
+	S_NULL,		// seestate
+	sfx_firsht,		// seesound
+	8,		// reactiontime
+	sfx_None,		// attacksound
+	S_NULL,		// painstate
+	0,		// painchance
+	sfx_None,		// painsound
+	S_NULL,		// meleestate
+	S_NULL,		// missilestate
+	S_BRBALLX1,		// deathstate
+	S_NULL,		// xdeathstate
+	sfx_firxpl,		// deathsound
+	15*FRACUNIT,		// speed
+	6*FRACUNIT,		// radius
+	8*FRACUNIT,		// height
+	100,		// mass
+	8,		// damage
+	sfx_None,		// activesound
+	MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY,		// flags
+	S_NULL		// raisestate
+    },
+
+    {		// MT_KNIGHT
+	69,		// doomednum
+	S_BOS2_STND,		// spawnstate
+	500,		// spawnhealth
+	S_BOS2_RUN1,		// seestate
+	sfx_kntsit,		// seesound
+	8,		// reactiontime
+	0,		// attacksound
+	S_BOS2_PAIN,		// painstate
+	50,		// painchance
+	sfx_dmpain,		// painsound
+	S_BOS2_ATK1,		// meleestate
+	S_BOS2_ATK1,		// missilestate
+	S_BOS2_DIE1,		// deathstate
+	S_NULL,		// xdeathstate
+	sfx_kntdth,		// deathsound
+	8,		// speed
+	24*FRACUNIT,		// radius
+	64*FRACUNIT,		// height
+	1000,		// mass
+	0,		// damage
+	sfx_dmact,		// activesound
+	MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL,		// flags
+	S_BOS2_RAISE1		// raisestate
+    },
+
+    {		// MT_SKULL
+	3006,		// doomednum
+	S_SKULL_STND,		// spawnstate
+	100,		// spawnhealth
+	S_SKULL_RUN1,		// seestate
+	0,		// seesound
+	8,		// reactiontime
+	sfx_sklatk,		// attacksound
+	S_SKULL_PAIN,		// painstate
+	256,		// painchance
+	sfx_dmpain,		// painsound
+	0,		// meleestate
+	S_SKULL_ATK1,		// missilestate
+	S_SKULL_DIE1,		// deathstate
+	S_NULL,		// xdeathstate
+	sfx_firxpl,		// deathsound
+	8,		// speed
+	16*FRACUNIT,		// radius
+	56*FRACUNIT,		// height
+	50,		// mass
+	3,		// damage
+	sfx_dmact,		// activesound
+	MF_SOLID|MF_SHOOTABLE|MF_FLOAT|MF_NOGRAVITY,		// flags
+	S_NULL		// raisestate
+    },
+
+    {		// MT_SPIDER
+	7,		// doomednum
+	S_SPID_STND,		// spawnstate
+	3000,		// spawnhealth
+	S_SPID_RUN1,		// seestate
+	sfx_spisit,		// seesound
+	8,		// reactiontime
+	sfx_shotgn,		// attacksound
+	S_SPID_PAIN,		// painstate
+	40,		// painchance
+	sfx_dmpain,		// painsound
+	0,		// meleestate
+	S_SPID_ATK1,		// missilestate
+	S_SPID_DIE1,		// deathstate
+	S_NULL,		// xdeathstate
+	sfx_spidth,		// deathsound
+	12,		// speed
+	128*FRACUNIT,		// radius
+	100*FRACUNIT,		// height
+	1000,		// mass
+	0,		// damage
+	sfx_dmact,		// activesound
+	MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL,		// flags
+	S_NULL		// raisestate
+    },
+
+    {		// MT_BABY
+	68,		// doomednum
+	S_BSPI_STND,		// spawnstate
+	500,		// spawnhealth
+	S_BSPI_SIGHT,		// seestate
+	sfx_bspsit,		// seesound
+	8,		// reactiontime
+	0,		// attacksound
+	S_BSPI_PAIN,		// painstate
+	128,		// painchance
+	sfx_dmpain,		// painsound
+	0,		// meleestate
+	S_BSPI_ATK1,		// missilestate
+	S_BSPI_DIE1,		// deathstate
+	S_NULL,		// xdeathstate
+	sfx_bspdth,		// deathsound
+	12,		// speed
+	64*FRACUNIT,		// radius
+	64*FRACUNIT,		// height
+	600,		// mass
+	0,		// damage
+	sfx_bspact,		// activesound
+	MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL,		// flags
+	S_BSPI_RAISE1		// raisestate
+    },
+
+    {		// MT_CYBORG
+	16,		// doomednum
+	S_CYBER_STND,		// spawnstate
+	4000,		// spawnhealth
+	S_CYBER_RUN1,		// seestate
+	sfx_cybsit,		// seesound
+	8,		// reactiontime
+	0,		// attacksound
+	S_CYBER_PAIN,		// painstate
+	20,		// painchance
+	sfx_dmpain,		// painsound
+	0,		// meleestate
+	S_CYBER_ATK1,		// missilestate
+	S_CYBER_DIE1,		// deathstate
+	S_NULL,		// xdeathstate
+	sfx_cybdth,		// deathsound
+	16,		// speed
+	40*FRACUNIT,		// radius
+	110*FRACUNIT,		// height
+	1000,		// mass
+	0,		// damage
+	sfx_dmact,		// activesound
+	MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL,		// flags
+	S_NULL		// raisestate
+    },
+
+    {		// MT_PAIN
+	71,		// doomednum
+	S_PAIN_STND,		// spawnstate
+	400,		// spawnhealth
+	S_PAIN_RUN1,		// seestate
+	sfx_pesit,		// seesound
+	8,		// reactiontime
+	0,		// attacksound
+	S_PAIN_PAIN,		// painstate
+	128,		// painchance
+	sfx_pepain,		// painsound
+	0,		// meleestate
+	S_PAIN_ATK1,		// missilestate
+	S_PAIN_DIE1,		// deathstate
+	S_NULL,		// xdeathstate
+	sfx_pedth,		// deathsound
+	8,		// speed
+	31*FRACUNIT,		// radius
+	56*FRACUNIT,		// height
+	400,		// mass
+	0,		// damage
+	sfx_dmact,		// activesound
+	MF_SOLID|MF_SHOOTABLE|MF_FLOAT|MF_NOGRAVITY|MF_COUNTKILL,		// flags
+	S_PAIN_RAISE1		// raisestate
+    },
+
+    {		// MT_WOLFSS
+	84,		// doomednum
+	S_SSWV_STND,		// spawnstate
+	50,		// spawnhealth
+	S_SSWV_RUN1,		// seestate
+	sfx_sssit,		// seesound
+	8,		// reactiontime
+	0,		// attacksound
+	S_SSWV_PAIN,		// painstate
+	170,		// painchance
+	sfx_popain,		// painsound
+	0,		// meleestate
+	S_SSWV_ATK1,		// missilestate
+	S_SSWV_DIE1,		// deathstate
+	S_SSWV_XDIE1,		// xdeathstate
+	sfx_ssdth,		// deathsound
+	8,		// speed
+	20*FRACUNIT,		// radius
+	56*FRACUNIT,		// height
+	100,		// mass
+	0,		// damage
+	sfx_posact,		// activesound
+	MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL,		// flags
+	S_SSWV_RAISE1		// raisestate
+    },
+
+    {		// MT_KEEN
+	72,		// doomednum
+	S_KEENSTND,		// spawnstate
+	100,		// spawnhealth
+	S_NULL,		// seestate
+	sfx_None,		// seesound
+	8,		// reactiontime
+	sfx_None,		// attacksound
+	S_KEENPAIN,		// painstate
+	256,		// painchance
+	sfx_keenpn,		// painsound
+	S_NULL,		// meleestate
+	S_NULL,		// missilestate
+	S_COMMKEEN,		// deathstate
+	S_NULL,		// xdeathstate
+	sfx_keendt,		// deathsound
+	0,		// speed
+	16*FRACUNIT,		// radius
+	72*FRACUNIT,		// height
+	10000000,		// mass
+	0,		// damage
+	sfx_None,		// activesound
+	MF_SOLID|MF_SPAWNCEILING|MF_NOGRAVITY|MF_SHOOTABLE|MF_COUNTKILL,		// flags
+	S_NULL		// raisestate
+    },
+
+    {		// MT_BOSSBRAIN
+	88,		// doomednum
+	S_BRAIN,		// spawnstate
+	250,		// spawnhealth
+	S_NULL,		// seestate
+	sfx_None,		// seesound
+	8,		// reactiontime
+	sfx_None,		// attacksound
+	S_BRAIN_PAIN,		// painstate
+	255,		// painchance
+	sfx_bospn,		// painsound
+	S_NULL,		// meleestate
+	S_NULL,		// missilestate
+	S_BRAIN_DIE1,		// deathstate
+	S_NULL,		// xdeathstate
+	sfx_bosdth,		// deathsound
+	0,		// speed
+	16*FRACUNIT,		// radius
+	16*FRACUNIT,		// height
+	10000000,		// mass
+	0,		// damage
+	sfx_None,		// activesound
+	MF_SOLID|MF_SHOOTABLE,		// flags
+	S_NULL		// raisestate
+    },
+
+    {		// MT_BOSSSPIT
+	89,		// doomednum
+	S_BRAINEYE,		// spawnstate
+	1000,		// spawnhealth
+	S_BRAINEYESEE,		// seestate
+	sfx_None,		// seesound
+	8,		// reactiontime
+	sfx_None,		// attacksound
+	S_NULL,		// painstate
+	0,		// painchance
+	sfx_None,		// painsound
+	S_NULL,		// meleestate
+	S_NULL,		// missilestate
+	S_NULL,		// deathstate
+	S_NULL,		// xdeathstate
+	sfx_None,		// deathsound
+	0,		// speed
+	20*FRACUNIT,		// radius
+	32*FRACUNIT,		// height
+	100,		// mass
+	0,		// damage
+	sfx_None,		// activesound
+	MF_NOBLOCKMAP|MF_NOSECTOR,		// flags
+	S_NULL		// raisestate
+    },
+
+    {		// MT_BOSSTARGET
+	87,		// doomednum
+	S_NULL,		// spawnstate
+	1000,		// spawnhealth
+	S_NULL,		// seestate
+	sfx_None,		// seesound
+	8,		// reactiontime
+	sfx_None,		// attacksound
+	S_NULL,		// painstate
+	0,		// painchance
+	sfx_None,		// painsound
+	S_NULL,		// meleestate
+	S_NULL,		// missilestate
+	S_NULL,		// deathstate
+	S_NULL,		// xdeathstate
+	sfx_None,		// deathsound
+	0,		// speed
+	20*FRACUNIT,		// radius
+	32*FRACUNIT,		// height
+	100,		// mass
+	0,		// damage
+	sfx_None,		// activesound
+	MF_NOBLOCKMAP|MF_NOSECTOR,		// flags
+	S_NULL		// raisestate
+    },
+
+    {		// MT_SPAWNSHOT
+	-1,		// doomednum
+	S_SPAWN1,		// spawnstate
+	1000,		// spawnhealth
+	S_NULL,		// seestate
+	sfx_bospit,		// seesound
+	8,		// reactiontime
+	sfx_None,		// attacksound
+	S_NULL,		// painstate
+	0,		// painchance
+	sfx_None,		// painsound
+	S_NULL,		// meleestate
+	S_NULL,		// missilestate
+	S_NULL,		// deathstate
+	S_NULL,		// xdeathstate
+	sfx_firxpl,		// deathsound
+	10*FRACUNIT,		// speed
+	6*FRACUNIT,		// radius
+	32*FRACUNIT,		// height
+	100,		// mass
+	3,		// damage
+	sfx_None,		// activesound
+	MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY|MF_NOCLIP,		// flags
+	S_NULL		// raisestate
+    },
+
+    {		// MT_SPAWNFIRE
+	-1,		// doomednum
+	S_SPAWNFIRE1,		// spawnstate
+	1000,		// spawnhealth
+	S_NULL,		// seestate
+	sfx_None,		// seesound
+	8,		// reactiontime
+	sfx_None,		// attacksound
+	S_NULL,		// painstate
+	0,		// painchance
+	sfx_None,		// painsound
+	S_NULL,		// meleestate
+	S_NULL,		// missilestate
+	S_NULL,		// deathstate
+	S_NULL,		// xdeathstate
+	sfx_None,		// deathsound
+	0,		// speed
+	20*FRACUNIT,		// radius
+	16*FRACUNIT,		// height
+	100,		// mass
+	0,		// damage
+	sfx_None,		// activesound
+	MF_NOBLOCKMAP|MF_NOGRAVITY,		// flags
+	S_NULL		// raisestate
+    },
+
+    {		// MT_BARREL
+	2035,		// doomednum
+	S_BAR1,		// spawnstate
+	20,		// spawnhealth
+	S_NULL,		// seestate
+	sfx_None,		// seesound
+	8,		// reactiontime
+	sfx_None,		// attacksound
+	S_NULL,		// painstate
+	0,		// painchance
+	sfx_None,		// painsound
+	S_NULL,		// meleestate
+	S_NULL,		// missilestate
+	S_BEXP,		// deathstate
+	S_NULL,		// xdeathstate
+	sfx_barexp,		// deathsound
+	0,		// speed
+	10*FRACUNIT,		// radius
+	42*FRACUNIT,		// height
+	100,		// mass
+	0,		// damage
+	sfx_None,		// activesound
+	MF_SOLID|MF_SHOOTABLE|MF_NOBLOOD,		// flags
+	S_NULL		// raisestate
+    },
+
+    {		// MT_TROOPSHOT
+	-1,		// doomednum
+	S_TBALL1,		// spawnstate
+	1000,		// spawnhealth
+	S_NULL,		// seestate
+	sfx_firsht,		// seesound
+	8,		// reactiontime
+	sfx_None,		// attacksound
+	S_NULL,		// painstate
+	0,		// painchance
+	sfx_None,		// painsound
+	S_NULL,		// meleestate
+	S_NULL,		// missilestate
+	S_TBALLX1,		// deathstate
+	S_NULL,		// xdeathstate
+	sfx_firxpl,		// deathsound
+	10*FRACUNIT,		// speed
+	6*FRACUNIT,		// radius
+	8*FRACUNIT,		// height
+	100,		// mass
+	3,		// damage
+	sfx_None,		// activesound
+	MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY,		// flags
+	S_NULL		// raisestate
+    },
+
+    {		// MT_HEADSHOT
+	-1,		// doomednum
+	S_RBALL1,		// spawnstate
+	1000,		// spawnhealth
+	S_NULL,		// seestate
+	sfx_firsht,		// seesound
+	8,		// reactiontime
+	sfx_None,		// attacksound
+	S_NULL,		// painstate
+	0,		// painchance
+	sfx_None,		// painsound
+	S_NULL,		// meleestate
+	S_NULL,		// missilestate
+	S_RBALLX1,		// deathstate
+	S_NULL,		// xdeathstate
+	sfx_firxpl,		// deathsound
+	10*FRACUNIT,		// speed
+	6*FRACUNIT,		// radius
+	8*FRACUNIT,		// height
+	100,		// mass
+	5,		// damage
+	sfx_None,		// activesound
+	MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY,		// flags
+	S_NULL		// raisestate
+    },
+
+    {		// MT_ROCKET
+	-1,		// doomednum
+	S_ROCKET,		// spawnstate
+	1000,		// spawnhealth
+	S_NULL,		// seestate
+	sfx_rlaunc,		// seesound
+	8,		// reactiontime
+	sfx_None,		// attacksound
+	S_NULL,		// painstate
+	0,		// painchance
+	sfx_None,		// painsound
+	S_NULL,		// meleestate
+	S_NULL,		// missilestate
+	S_EXPLODE1,		// deathstate
+	S_NULL,		// xdeathstate
+	sfx_barexp,		// deathsound
+	20*FRACUNIT,		// speed
+	11*FRACUNIT,		// radius
+	8*FRACUNIT,		// height
+	100,		// mass
+	20,		// damage
+	sfx_None,		// activesound
+	MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY,		// flags
+	S_NULL		// raisestate
+    },
+
+    {		// MT_PLASMA
+	-1,		// doomednum
+	S_PLASBALL,		// spawnstate
+	1000,		// spawnhealth
+	S_NULL,		// seestate
+	sfx_plasma,		// seesound
+	8,		// reactiontime
+	sfx_None,		// attacksound
+	S_NULL,		// painstate
+	0,		// painchance
+	sfx_None,		// painsound
+	S_NULL,		// meleestate
+	S_NULL,		// missilestate
+	S_PLASEXP,		// deathstate
+	S_NULL,		// xdeathstate
+	sfx_firxpl,		// deathsound
+	25*FRACUNIT,		// speed
+	13*FRACUNIT,		// radius
+	8*FRACUNIT,		// height
+	100,		// mass
+	5,		// damage
+	sfx_None,		// activesound
+	MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY,		// flags
+	S_NULL		// raisestate
+    },
+
+    {		// MT_BFG
+	-1,		// doomednum
+	S_BFGSHOT,		// spawnstate
+	1000,		// spawnhealth
+	S_NULL,		// seestate
+	0,		// seesound
+	8,		// reactiontime
+	sfx_None,		// attacksound
+	S_NULL,		// painstate
+	0,		// painchance
+	sfx_None,		// painsound
+	S_NULL,		// meleestate
+	S_NULL,		// missilestate
+	S_BFGLAND,		// deathstate
+	S_NULL,		// xdeathstate
+	sfx_rxplod,		// deathsound
+	25*FRACUNIT,		// speed
+	13*FRACUNIT,		// radius
+	8*FRACUNIT,		// height
+	100,		// mass
+	100,		// damage
+	sfx_None,		// activesound
+	MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY,		// flags
+	S_NULL		// raisestate
+    },
+
+    {		// MT_ARACHPLAZ
+	-1,		// doomednum
+	S_ARACH_PLAZ,		// spawnstate
+	1000,		// spawnhealth
+	S_NULL,		// seestate
+	sfx_plasma,		// seesound
+	8,		// reactiontime
+	sfx_None,		// attacksound
+	S_NULL,		// painstate
+	0,		// painchance
+	sfx_None,		// painsound
+	S_NULL,		// meleestate
+	S_NULL,		// missilestate
+	S_ARACH_PLEX,		// deathstate
+	S_NULL,		// xdeathstate
+	sfx_firxpl,		// deathsound
+	25*FRACUNIT,		// speed
+	13*FRACUNIT,		// radius
+	8*FRACUNIT,		// height
+	100,		// mass
+	5,		// damage
+	sfx_None,		// activesound
+	MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY,		// flags
+	S_NULL		// raisestate
+    },
+
+    {		// MT_PUFF
+	-1,		// doomednum
+	S_PUFF1,		// spawnstate
+	1000,		// spawnhealth
+	S_NULL,		// seestate
+	sfx_None,		// seesound
+	8,		// reactiontime
+	sfx_None,		// attacksound
+	S_NULL,		// painstate
+	0,		// painchance
+	sfx_None,		// painsound
+	S_NULL,		// meleestate
+	S_NULL,		// missilestate
+	S_NULL,		// deathstate
+	S_NULL,		// xdeathstate
+	sfx_None,		// deathsound
+	0,		// speed
+	20*FRACUNIT,		// radius
+	16*FRACUNIT,		// height
+	100,		// mass
+	0,		// damage
+	sfx_None,		// activesound
+	MF_NOBLOCKMAP|MF_NOGRAVITY,		// flags
+	S_NULL		// raisestate
+    },
+
+    {		// MT_BLOOD
+	-1,		// doomednum
+	S_BLOOD1,		// spawnstate
+	1000,		// spawnhealth
+	S_NULL,		// seestate
+	sfx_None,		// seesound
+	8,		// reactiontime
+	sfx_None,		// attacksound
+	S_NULL,		// painstate
+	0,		// painchance
+	sfx_None,		// painsound
+	S_NULL,		// meleestate
+	S_NULL,		// missilestate
+	S_NULL,		// deathstate
+	S_NULL,		// xdeathstate
+	sfx_None,		// deathsound
+	0,		// speed
+	20*FRACUNIT,		// radius
+	16*FRACUNIT,		// height
+	100,		// mass
+	0,		// damage
+	sfx_None,		// activesound
+	MF_NOBLOCKMAP,		// flags
+	S_NULL		// raisestate
+    },
+
+    {		// MT_TFOG
+	-1,		// doomednum
+	S_TFOG,		// spawnstate
+	1000,		// spawnhealth
+	S_NULL,		// seestate
+	sfx_None,		// seesound
+	8,		// reactiontime
+	sfx_None,		// attacksound
+	S_NULL,		// painstate
+	0,		// painchance
+	sfx_None,		// painsound
+	S_NULL,		// meleestate
+	S_NULL,		// missilestate
+	S_NULL,		// deathstate
+	S_NULL,		// xdeathstate
+	sfx_None,		// deathsound
+	0,		// speed
+	20*FRACUNIT,		// radius
+	16*FRACUNIT,		// height
+	100,		// mass
+	0,		// damage
+	sfx_None,		// activesound
+	MF_NOBLOCKMAP|MF_NOGRAVITY,		// flags
+	S_NULL		// raisestate
+    },
+
+    {		// MT_IFOG
+	-1,		// doomednum
+	S_IFOG,		// spawnstate
+	1000,		// spawnhealth
+	S_NULL,		// seestate
+	sfx_None,		// seesound
+	8,		// reactiontime
+	sfx_None,		// attacksound
+	S_NULL,		// painstate
+	0,		// painchance
+	sfx_None,		// painsound
+	S_NULL,		// meleestate
+	S_NULL,		// missilestate
+	S_NULL,		// deathstate
+	S_NULL,		// xdeathstate
+	sfx_None,		// deathsound
+	0,		// speed
+	20*FRACUNIT,		// radius
+	16*FRACUNIT,		// height
+	100,		// mass
+	0,		// damage
+	sfx_None,		// activesound
+	MF_NOBLOCKMAP|MF_NOGRAVITY,		// flags
+	S_NULL		// raisestate
+    },
+
+    {		// MT_TELEPORTMAN
+	14,		// doomednum
+	S_NULL,		// spawnstate
+	1000,		// spawnhealth
+	S_NULL,		// seestate
+	sfx_None,		// seesound
+	8,		// reactiontime
+	sfx_None,		// attacksound
+	S_NULL,		// painstate
+	0,		// painchance
+	sfx_None,		// painsound
+	S_NULL,		// meleestate
+	S_NULL,		// missilestate
+	S_NULL,		// deathstate
+	S_NULL,		// xdeathstate
+	sfx_None,		// deathsound
+	0,		// speed
+	20*FRACUNIT,		// radius
+	16*FRACUNIT,		// height
+	100,		// mass
+	0,		// damage
+	sfx_None,		// activesound
+	MF_NOBLOCKMAP|MF_NOSECTOR,		// flags
+	S_NULL		// raisestate
+    },
+
+    {		// MT_EXTRABFG
+	-1,		// doomednum
+	S_BFGEXP,		// spawnstate
+	1000,		// spawnhealth
+	S_NULL,		// seestate
+	sfx_None,		// seesound
+	8,		// reactiontime
+	sfx_None,		// attacksound
+	S_NULL,		// painstate
+	0,		// painchance
+	sfx_None,		// painsound
+	S_NULL,		// meleestate
+	S_NULL,		// missilestate
+	S_NULL,		// deathstate
+	S_NULL,		// xdeathstate
+	sfx_None,		// deathsound
+	0,		// speed
+	20*FRACUNIT,		// radius
+	16*FRACUNIT,		// height
+	100,		// mass
+	0,		// damage
+	sfx_None,		// activesound
+	MF_NOBLOCKMAP|MF_NOGRAVITY,		// flags
+	S_NULL		// raisestate
+    },
+
+    {		// MT_MISC0
+	2018,		// doomednum
+	S_ARM1,		// spawnstate
+	1000,		// spawnhealth
+	S_NULL,		// seestate
+	sfx_None,		// seesound
+	8,		// reactiontime
+	sfx_None,		// attacksound
+	S_NULL,		// painstate
+	0,		// painchance
+	sfx_None,		// painsound
+	S_NULL,		// meleestate
+	S_NULL,		// missilestate
+	S_NULL,		// deathstate
+	S_NULL,		// xdeathstate
+	sfx_None,		// deathsound
+	0,		// speed
+	20*FRACUNIT,		// radius
+	16*FRACUNIT,		// height
+	100,		// mass
+	0,		// damage
+	sfx_None,		// activesound
+	MF_SPECIAL,		// flags
+	S_NULL		// raisestate
+    },
+
+    {		// MT_MISC1
+	2019,		// doomednum
+	S_ARM2,		// spawnstate
+	1000,		// spawnhealth
+	S_NULL,		// seestate
+	sfx_None,		// seesound
+	8,		// reactiontime
+	sfx_None,		// attacksound
+	S_NULL,		// painstate
+	0,		// painchance
+	sfx_None,		// painsound
+	S_NULL,		// meleestate
+	S_NULL,		// missilestate
+	S_NULL,		// deathstate
+	S_NULL,		// xdeathstate
+	sfx_None,		// deathsound
+	0,		// speed
+	20*FRACUNIT,		// radius
+	16*FRACUNIT,		// height
+	100,		// mass
+	0,		// damage
+	sfx_None,		// activesound
+	MF_SPECIAL,		// flags
+	S_NULL		// raisestate
+    },
+
+    {		// MT_MISC2
+	2014,		// doomednum
+	S_BON1,		// spawnstate
+	1000,		// spawnhealth
+	S_NULL,		// seestate
+	sfx_None,		// seesound
+	8,		// reactiontime
+	sfx_None,		// attacksound
+	S_NULL,		// painstate
+	0,		// painchance
+	sfx_None,		// painsound
+	S_NULL,		// meleestate
+	S_NULL,		// missilestate
+	S_NULL,		// deathstate
+	S_NULL,		// xdeathstate
+	sfx_None,		// deathsound
+	0,		// speed
+	20*FRACUNIT,		// radius
+	16*FRACUNIT,		// height
+	100,		// mass
+	0,		// damage
+	sfx_None,		// activesound
+	MF_SPECIAL|MF_COUNTITEM,		// flags
+	S_NULL		// raisestate
+    },
+
+    {		// MT_MISC3
+	2015,		// doomednum
+	S_BON2,		// spawnstate
+	1000,		// spawnhealth
+	S_NULL,		// seestate
+	sfx_None,		// seesound
+	8,		// reactiontime
+	sfx_None,		// attacksound
+	S_NULL,		// painstate
+	0,		// painchance
+	sfx_None,		// painsound
+	S_NULL,		// meleestate
+	S_NULL,		// missilestate
+	S_NULL,		// deathstate
+	S_NULL,		// xdeathstate
+	sfx_None,		// deathsound
+	0,		// speed
+	20*FRACUNIT,		// radius
+	16*FRACUNIT,		// height
+	100,		// mass
+	0,		// damage
+	sfx_None,		// activesound
+	MF_SPECIAL|MF_COUNTITEM,		// flags
+	S_NULL		// raisestate
+    },
+
+    {		// MT_MISC4
+	5,		// doomednum
+	S_BKEY,		// spawnstate
+	1000,		// spawnhealth
+	S_NULL,		// seestate
+	sfx_None,		// seesound
+	8,		// reactiontime
+	sfx_None,		// attacksound
+	S_NULL,		// painstate
+	0,		// painchance
+	sfx_None,		// painsound
+	S_NULL,		// meleestate
+	S_NULL,		// missilestate
+	S_NULL,		// deathstate
+	S_NULL,		// xdeathstate
+	sfx_None,		// deathsound
+	0,		// speed
+	20*FRACUNIT,		// radius
+	16*FRACUNIT,		// height
+	100,		// mass
+	0,		// damage
+	sfx_None,		// activesound
+	MF_SPECIAL|MF_NOTDMATCH,		// flags
+	S_NULL		// raisestate
+    },
+
+    {		// MT_MISC5
+	13,		// doomednum
+	S_RKEY,		// spawnstate
+	1000,		// spawnhealth
+	S_NULL,		// seestate
+	sfx_None,		// seesound
+	8,		// reactiontime
+	sfx_None,		// attacksound
+	S_NULL,		// painstate
+	0,		// painchance
+	sfx_None,		// painsound
+	S_NULL,		// meleestate
+	S_NULL,		// missilestate
+	S_NULL,		// deathstate
+	S_NULL,		// xdeathstate
+	sfx_None,		// deathsound
+	0,		// speed
+	20*FRACUNIT,		// radius
+	16*FRACUNIT,		// height
+	100,		// mass
+	0,		// damage
+	sfx_None,		// activesound
+	MF_SPECIAL|MF_NOTDMATCH,		// flags
+	S_NULL		// raisestate
+    },
+
+    {		// MT_MISC6
+	6,		// doomednum
+	S_YKEY,		// spawnstate
+	1000,		// spawnhealth
+	S_NULL,		// seestate
+	sfx_None,		// seesound
+	8,		// reactiontime
+	sfx_None,		// attacksound
+	S_NULL,		// painstate
+	0,		// painchance
+	sfx_None,		// painsound
+	S_NULL,		// meleestate
+	S_NULL,		// missilestate
+	S_NULL,		// deathstate
+	S_NULL,		// xdeathstate
+	sfx_None,		// deathsound
+	0,		// speed
+	20*FRACUNIT,		// radius
+	16*FRACUNIT,		// height
+	100,		// mass
+	0,		// damage
+	sfx_None,		// activesound
+	MF_SPECIAL|MF_NOTDMATCH,		// flags
+	S_NULL		// raisestate
+    },
+
+    {		// MT_MISC7
+	39,		// doomednum
+	S_YSKULL,		// spawnstate
+	1000,		// spawnhealth
+	S_NULL,		// seestate
+	sfx_None,		// seesound
+	8,		// reactiontime
+	sfx_None,		// attacksound
+	S_NULL,		// painstate
+	0,		// painchance
+	sfx_None,		// painsound
+	S_NULL,		// meleestate
+	S_NULL,		// missilestate
+	S_NULL,		// deathstate
+	S_NULL,		// xdeathstate
+	sfx_None,		// deathsound
+	0,		// speed
+	20*FRACUNIT,		// radius
+	16*FRACUNIT,		// height
+	100,		// mass
+	0,		// damage
+	sfx_None,		// activesound
+	MF_SPECIAL|MF_NOTDMATCH,		// flags
+	S_NULL		// raisestate
+    },
+
+    {		// MT_MISC8
+	38,		// doomednum
+	S_RSKULL,		// spawnstate
+	1000,		// spawnhealth
+	S_NULL,		// seestate
+	sfx_None,		// seesound
+	8,		// reactiontime
+	sfx_None,		// attacksound
+	S_NULL,		// painstate
+	0,		// painchance
+	sfx_None,		// painsound
+	S_NULL,		// meleestate
+	S_NULL,		// missilestate
+	S_NULL,		// deathstate
+	S_NULL,		// xdeathstate
+	sfx_None,		// deathsound
+	0,		// speed
+	20*FRACUNIT,		// radius
+	16*FRACUNIT,		// height
+	100,		// mass
+	0,		// damage
+	sfx_None,		// activesound
+	MF_SPECIAL|MF_NOTDMATCH,		// flags
+	S_NULL		// raisestate
+    },
+
+    {		// MT_MISC9
+	40,		// doomednum
+	S_BSKULL,		// spawnstate
+	1000,		// spawnhealth
+	S_NULL,		// seestate
+	sfx_None,		// seesound
+	8,		// reactiontime
+	sfx_None,		// attacksound
+	S_NULL,		// painstate
+	0,		// painchance
+	sfx_None,		// painsound
+	S_NULL,		// meleestate
+	S_NULL,		// missilestate
+	S_NULL,		// deathstate
+	S_NULL,		// xdeathstate
+	sfx_None,		// deathsound
+	0,		// speed
+	20*FRACUNIT,		// radius
+	16*FRACUNIT,		// height
+	100,		// mass
+	0,		// damage
+	sfx_None,		// activesound
+	MF_SPECIAL|MF_NOTDMATCH,		// flags
+	S_NULL		// raisestate
+    },
+
+    {		// MT_MISC10
+	2011,		// doomednum
+	S_STIM,		// spawnstate
+	1000,		// spawnhealth
+	S_NULL,		// seestate
+	sfx_None,		// seesound
+	8,		// reactiontime
+	sfx_None,		// attacksound
+	S_NULL,		// painstate
+	0,		// painchance
+	sfx_None,		// painsound
+	S_NULL,		// meleestate
+	S_NULL,		// missilestate
+	S_NULL,		// deathstate
+	S_NULL,		// xdeathstate
+	sfx_None,		// deathsound
+	0,		// speed
+	20*FRACUNIT,		// radius
+	16*FRACUNIT,		// height
+	100,		// mass
+	0,		// damage
+	sfx_None,		// activesound
+	MF_SPECIAL,		// flags
+	S_NULL		// raisestate
+    },
+
+    {		// MT_MISC11
+	2012,		// doomednum
+	S_MEDI,		// spawnstate
+	1000,		// spawnhealth
+	S_NULL,		// seestate
+	sfx_None,		// seesound
+	8,		// reactiontime
+	sfx_None,		// attacksound
+	S_NULL,		// painstate
+	0,		// painchance
+	sfx_None,		// painsound
+	S_NULL,		// meleestate
+	S_NULL,		// missilestate
+	S_NULL,		// deathstate
+	S_NULL,		// xdeathstate
+	sfx_None,		// deathsound
+	0,		// speed
+	20*FRACUNIT,		// radius
+	16*FRACUNIT,		// height
+	100,		// mass
+	0,		// damage
+	sfx_None,		// activesound
+	MF_SPECIAL,		// flags
+	S_NULL		// raisestate
+    },
+
+    {		// MT_MISC12
+	2013,		// doomednum
+	S_SOUL,		// spawnstate
+	1000,		// spawnhealth
+	S_NULL,		// seestate
+	sfx_None,		// seesound
+	8,		// reactiontime
+	sfx_None,		// attacksound
+	S_NULL,		// painstate
+	0,		// painchance
+	sfx_None,		// painsound
+	S_NULL,		// meleestate
+	S_NULL,		// missilestate
+	S_NULL,		// deathstate
+	S_NULL,		// xdeathstate
+	sfx_None,		// deathsound
+	0,		// speed
+	20*FRACUNIT,		// radius
+	16*FRACUNIT,		// height
+	100,		// mass
+	0,		// damage
+	sfx_None,		// activesound
+	MF_SPECIAL|MF_COUNTITEM,		// flags
+	S_NULL		// raisestate
+    },
+
+    {		// MT_INV
+	2022,		// doomednum
+	S_PINV,		// spawnstate
+	1000,		// spawnhealth
+	S_NULL,		// seestate
+	sfx_None,		// seesound
+	8,		// reactiontime
+	sfx_None,		// attacksound
+	S_NULL,		// painstate
+	0,		// painchance
+	sfx_None,		// painsound
+	S_NULL,		// meleestate
+	S_NULL,		// missilestate
+	S_NULL,		// deathstate
+	S_NULL,		// xdeathstate
+	sfx_None,		// deathsound
+	0,		// speed
+	20*FRACUNIT,		// radius
+	16*FRACUNIT,		// height
+	100,		// mass
+	0,		// damage
+	sfx_None,		// activesound
+	MF_SPECIAL|MF_COUNTITEM,		// flags
+	S_NULL		// raisestate
+    },
+
+    {		// MT_MISC13
+	2023,		// doomednum
+	S_PSTR,		// spawnstate
+	1000,		// spawnhealth
+	S_NULL,		// seestate
+	sfx_None,		// seesound
+	8,		// reactiontime
+	sfx_None,		// attacksound
+	S_NULL,		// painstate
+	0,		// painchance
+	sfx_None,		// painsound
+	S_NULL,		// meleestate
+	S_NULL,		// missilestate
+	S_NULL,		// deathstate
+	S_NULL,		// xdeathstate
+	sfx_None,		// deathsound
+	0,		// speed
+	20*FRACUNIT,		// radius
+	16*FRACUNIT,		// height
+	100,		// mass
+	0,		// damage
+	sfx_None,		// activesound
+	MF_SPECIAL|MF_COUNTITEM,		// flags
+	S_NULL		// raisestate
+    },
+
+    {		// MT_INS
+	2024,		// doomednum
+	S_PINS,		// spawnstate
+	1000,		// spawnhealth
+	S_NULL,		// seestate
+	sfx_None,		// seesound
+	8,		// reactiontime
+	sfx_None,		// attacksound
+	S_NULL,		// painstate
+	0,		// painchance
+	sfx_None,		// painsound
+	S_NULL,		// meleestate
+	S_NULL,		// missilestate
+	S_NULL,		// deathstate
+	S_NULL,		// xdeathstate
+	sfx_None,		// deathsound
+	0,		// speed
+	20*FRACUNIT,		// radius
+	16*FRACUNIT,		// height
+	100,		// mass
+	0,		// damage
+	sfx_None,		// activesound
+	MF_SPECIAL|MF_COUNTITEM,		// flags
+	S_NULL		// raisestate
+    },
+
+    {		// MT_MISC14
+	2025,		// doomednum
+	S_SUIT,		// spawnstate
+	1000,		// spawnhealth
+	S_NULL,		// seestate
+	sfx_None,		// seesound
+	8,		// reactiontime
+	sfx_None,		// attacksound
+	S_NULL,		// painstate
+	0,		// painchance
+	sfx_None,		// painsound
+	S_NULL,		// meleestate
+	S_NULL,		// missilestate
+	S_NULL,		// deathstate
+	S_NULL,		// xdeathstate
+	sfx_None,		// deathsound
+	0,		// speed
+	20*FRACUNIT,		// radius
+	16*FRACUNIT,		// height
+	100,		// mass
+	0,		// damage
+	sfx_None,		// activesound
+	MF_SPECIAL,		// flags
+	S_NULL		// raisestate
+    },
+
+    {		// MT_MISC15
+	2026,		// doomednum
+	S_PMAP,		// spawnstate
+	1000,		// spawnhealth
+	S_NULL,		// seestate
+	sfx_None,		// seesound
+	8,		// reactiontime
+	sfx_None,		// attacksound
+	S_NULL,		// painstate
+	0,		// painchance
+	sfx_None,		// painsound
+	S_NULL,		// meleestate
+	S_NULL,		// missilestate
+	S_NULL,		// deathstate
+	S_NULL,		// xdeathstate
+	sfx_None,		// deathsound
+	0,		// speed
+	20*FRACUNIT,		// radius
+	16*FRACUNIT,		// height
+	100,		// mass
+	0,		// damage
+	sfx_None,		// activesound
+	MF_SPECIAL|MF_COUNTITEM,		// flags
+	S_NULL		// raisestate
+    },
+
+    {		// MT_MISC16
+	2045,		// doomednum
+	S_PVIS,		// spawnstate
+	1000,		// spawnhealth
+	S_NULL,		// seestate
+	sfx_None,		// seesound
+	8,		// reactiontime
+	sfx_None,		// attacksound
+	S_NULL,		// painstate
+	0,		// painchance
+	sfx_None,		// painsound
+	S_NULL,		// meleestate
+	S_NULL,		// missilestate
+	S_NULL,		// deathstate
+	S_NULL,		// xdeathstate
+	sfx_None,		// deathsound
+	0,		// speed
+	20*FRACUNIT,		// radius
+	16*FRACUNIT,		// height
+	100,		// mass
+	0,		// damage
+	sfx_None,		// activesound
+	MF_SPECIAL|MF_COUNTITEM,		// flags
+	S_NULL		// raisestate
+    },
+
+    {		// MT_MEGA
+	83,		// doomednum
+	S_MEGA,		// spawnstate
+	1000,		// spawnhealth
+	S_NULL,		// seestate
+	sfx_None,		// seesound
+	8,		// reactiontime
+	sfx_None,		// attacksound
+	S_NULL,		// painstate
+	0,		// painchance
+	sfx_None,		// painsound
+	S_NULL,		// meleestate
+	S_NULL,		// missilestate
+	S_NULL,		// deathstate
+	S_NULL,		// xdeathstate
+	sfx_None,		// deathsound
+	0,		// speed
+	20*FRACUNIT,		// radius
+	16*FRACUNIT,		// height
+	100,		// mass
+	0,		// damage
+	sfx_None,		// activesound
+	MF_SPECIAL|MF_COUNTITEM,		// flags
+	S_NULL		// raisestate
+    },
+
+    {		// MT_CLIP
+	2007,		// doomednum
+	S_CLIP,		// spawnstate
+	1000,		// spawnhealth
+	S_NULL,		// seestate
+	sfx_None,		// seesound
+	8,		// reactiontime
+	sfx_None,		// attacksound
+	S_NULL,		// painstate
+	0,		// painchance
+	sfx_None,		// painsound
+	S_NULL,		// meleestate
+	S_NULL,		// missilestate
+	S_NULL,		// deathstate
+	S_NULL,		// xdeathstate
+	sfx_None,		// deathsound
+	0,		// speed
+	20*FRACUNIT,		// radius
+	16*FRACUNIT,		// height
+	100,		// mass
+	0,		// damage
+	sfx_None,		// activesound
+	MF_SPECIAL,		// flags
+	S_NULL		// raisestate
+    },
+
+    {		// MT_MISC17
+	2048,		// doomednum
+	S_AMMO,		// spawnstate
+	1000,		// spawnhealth
+	S_NULL,		// seestate
+	sfx_None,		// seesound
+	8,		// reactiontime
+	sfx_None,		// attacksound
+	S_NULL,		// painstate
+	0,		// painchance
+	sfx_None,		// painsound
+	S_NULL,		// meleestate
+	S_NULL,		// missilestate
+	S_NULL,		// deathstate
+	S_NULL,		// xdeathstate
+	sfx_None,		// deathsound
+	0,		// speed
+	20*FRACUNIT,		// radius
+	16*FRACUNIT,		// height
+	100,		// mass
+	0,		// damage
+	sfx_None,		// activesound
+	MF_SPECIAL,		// flags
+	S_NULL		// raisestate
+    },
+
+    {		// MT_MISC18
+	2010,		// doomednum
+	S_ROCK,		// spawnstate
+	1000,		// spawnhealth
+	S_NULL,		// seestate
+	sfx_None,		// seesound
+	8,		// reactiontime
+	sfx_None,		// attacksound
+	S_NULL,		// painstate
+	0,		// painchance
+	sfx_None,		// painsound
+	S_NULL,		// meleestate
+	S_NULL,		// missilestate
+	S_NULL,		// deathstate
+	S_NULL,		// xdeathstate
+	sfx_None,		// deathsound
+	0,		// speed
+	20*FRACUNIT,		// radius
+	16*FRACUNIT,		// height
+	100,		// mass
+	0,		// damage
+	sfx_None,		// activesound
+	MF_SPECIAL,		// flags
+	S_NULL		// raisestate
+    },
+
+    {		// MT_MISC19
+	2046,		// doomednum
+	S_BROK,		// spawnstate
+	1000,		// spawnhealth
+	S_NULL,		// seestate
+	sfx_None,		// seesound
+	8,		// reactiontime
+	sfx_None,		// attacksound
+	S_NULL,		// painstate
+	0,		// painchance
+	sfx_None,		// painsound
+	S_NULL,		// meleestate
+	S_NULL,		// missilestate
+	S_NULL,		// deathstate
+	S_NULL,		// xdeathstate
+	sfx_None,		// deathsound
+	0,		// speed
+	20*FRACUNIT,		// radius
+	16*FRACUNIT,		// height
+	100,		// mass
+	0,		// damage
+	sfx_None,		// activesound
+	MF_SPECIAL,		// flags
+	S_NULL		// raisestate
+    },
+
+    {		// MT_MISC20
+	2047,		// doomednum
+	S_CELL,		// spawnstate
+	1000,		// spawnhealth
+	S_NULL,		// seestate
+	sfx_None,		// seesound
+	8,		// reactiontime
+	sfx_None,		// attacksound
+	S_NULL,		// painstate
+	0,		// painchance
+	sfx_None,		// painsound
+	S_NULL,		// meleestate
+	S_NULL,		// missilestate
+	S_NULL,		// deathstate
+	S_NULL,		// xdeathstate
+	sfx_None,		// deathsound
+	0,		// speed
+	20*FRACUNIT,		// radius
+	16*FRACUNIT,		// height
+	100,		// mass
+	0,		// damage
+	sfx_None,		// activesound
+	MF_SPECIAL,		// flags
+	S_NULL		// raisestate
+    },
+
+    {		// MT_MISC21
+	17,		// doomednum
+	S_CELP,		// spawnstate
+	1000,		// spawnhealth
+	S_NULL,		// seestate
+	sfx_None,		// seesound
+	8,		// reactiontime
+	sfx_None,		// attacksound
+	S_NULL,		// painstate
+	0,		// painchance
+	sfx_None,		// painsound
+	S_NULL,		// meleestate
+	S_NULL,		// missilestate
+	S_NULL,		// deathstate
+	S_NULL,		// xdeathstate
+	sfx_None,		// deathsound
+	0,		// speed
+	20*FRACUNIT,		// radius
+	16*FRACUNIT,		// height
+	100,		// mass
+	0,		// damage
+	sfx_None,		// activesound
+	MF_SPECIAL,		// flags
+	S_NULL		// raisestate
+    },
+
+    {		// MT_MISC22
+	2008,		// doomednum
+	S_SHEL,		// spawnstate
+	1000,		// spawnhealth
+	S_NULL,		// seestate
+	sfx_None,		// seesound
+	8,		// reactiontime
+	sfx_None,		// attacksound
+	S_NULL,		// painstate
+	0,		// painchance
+	sfx_None,		// painsound
+	S_NULL,		// meleestate
+	S_NULL,		// missilestate
+	S_NULL,		// deathstate
+	S_NULL,		// xdeathstate
+	sfx_None,		// deathsound
+	0,		// speed
+	20*FRACUNIT,		// radius
+	16*FRACUNIT,		// height
+	100,		// mass
+	0,		// damage
+	sfx_None,		// activesound
+	MF_SPECIAL,		// flags
+	S_NULL		// raisestate
+    },
+
+    {		// MT_MISC23
+	2049,		// doomednum
+	S_SBOX,		// spawnstate
+	1000,		// spawnhealth
+	S_NULL,		// seestate
+	sfx_None,		// seesound
+	8,		// reactiontime
+	sfx_None,		// attacksound
+	S_NULL,		// painstate
+	0,		// painchance
+	sfx_None,		// painsound
+	S_NULL,		// meleestate
+	S_NULL,		// missilestate
+	S_NULL,		// deathstate
+	S_NULL,		// xdeathstate
+	sfx_None,		// deathsound
+	0,		// speed
+	20*FRACUNIT,		// radius
+	16*FRACUNIT,		// height
+	100,		// mass
+	0,		// damage
+	sfx_None,		// activesound
+	MF_SPECIAL,		// flags
+	S_NULL		// raisestate
+    },
+
+    {		// MT_MISC24
+	8,		// doomednum
+	S_BPAK,		// spawnstate
+	1000,		// spawnhealth
+	S_NULL,		// seestate
+	sfx_None,		// seesound
+	8,		// reactiontime
+	sfx_None,		// attacksound
+	S_NULL,		// painstate
+	0,		// painchance
+	sfx_None,		// painsound
+	S_NULL,		// meleestate
+	S_NULL,		// missilestate
+	S_NULL,		// deathstate
+	S_NULL,		// xdeathstate
+	sfx_None,		// deathsound
+	0,		// speed
+	20*FRACUNIT,		// radius
+	16*FRACUNIT,		// height
+	100,		// mass
+	0,		// damage
+	sfx_None,		// activesound
+	MF_SPECIAL,		// flags
+	S_NULL		// raisestate
+    },
+
+    {		// MT_MISC25
+	2006,		// doomednum
+	S_BFUG,		// spawnstate
+	1000,		// spawnhealth
+	S_NULL,		// seestate
+	sfx_None,		// seesound
+	8,		// reactiontime
+	sfx_None,		// attacksound
+	S_NULL,		// painstate
+	0,		// painchance
+	sfx_None,		// painsound
+	S_NULL,		// meleestate
+	S_NULL,		// missilestate
+	S_NULL,		// deathstate
+	S_NULL,		// xdeathstate
+	sfx_None,		// deathsound
+	0,		// speed
+	20*FRACUNIT,		// radius
+	16*FRACUNIT,		// height
+	100,		// mass
+	0,		// damage
+	sfx_None,		// activesound
+	MF_SPECIAL,		// flags
+	S_NULL		// raisestate
+    },
+
+    {		// MT_CHAINGUN
+	2002,		// doomednum
+	S_MGUN,		// spawnstate
+	1000,		// spawnhealth
+	S_NULL,		// seestate
+	sfx_None,		// seesound
+	8,		// reactiontime
+	sfx_None,		// attacksound
+	S_NULL,		// painstate
+	0,		// painchance
+	sfx_None,		// painsound
+	S_NULL,		// meleestate
+	S_NULL,		// missilestate
+	S_NULL,		// deathstate
+	S_NULL,		// xdeathstate
+	sfx_None,		// deathsound
+	0,		// speed
+	20*FRACUNIT,		// radius
+	16*FRACUNIT,		// height
+	100,		// mass
+	0,		// damage
+	sfx_None,		// activesound
+	MF_SPECIAL,		// flags
+	S_NULL		// raisestate
+    },
+
+    {		// MT_MISC26
+	2005,		// doomednum
+	S_CSAW,		// spawnstate
+	1000,		// spawnhealth
+	S_NULL,		// seestate
+	sfx_None,		// seesound
+	8,		// reactiontime
+	sfx_None,		// attacksound
+	S_NULL,		// painstate
+	0,		// painchance
+	sfx_None,		// painsound
+	S_NULL,		// meleestate
+	S_NULL,		// missilestate
+	S_NULL,		// deathstate
+	S_NULL,		// xdeathstate
+	sfx_None,		// deathsound
+	0,		// speed
+	20*FRACUNIT,		// radius
+	16*FRACUNIT,		// height
+	100,		// mass
+	0,		// damage
+	sfx_None,		// activesound
+	MF_SPECIAL,		// flags
+	S_NULL		// raisestate
+    },
+
+    {		// MT_MISC27
+	2003,		// doomednum
+	S_LAUN,		// spawnstate
+	1000,		// spawnhealth
+	S_NULL,		// seestate
+	sfx_None,		// seesound
+	8,		// reactiontime
+	sfx_None,		// attacksound
+	S_NULL,		// painstate
+	0,		// painchance
+	sfx_None,		// painsound
+	S_NULL,		// meleestate
+	S_NULL,		// missilestate
+	S_NULL,		// deathstate
+	S_NULL,		// xdeathstate
+	sfx_None,		// deathsound
+	0,		// speed
+	20*FRACUNIT,		// radius
+	16*FRACUNIT,		// height
+	100,		// mass
+	0,		// damage
+	sfx_None,		// activesound
+	MF_SPECIAL,		// flags
+	S_NULL		// raisestate
+    },
+
+    {		// MT_MISC28
+	2004,		// doomednum
+	S_PLAS,		// spawnstate
+	1000,		// spawnhealth
+	S_NULL,		// seestate
+	sfx_None,		// seesound
+	8,		// reactiontime
+	sfx_None,		// attacksound
+	S_NULL,		// painstate
+	0,		// painchance
+	sfx_None,		// painsound
+	S_NULL,		// meleestate
+	S_NULL,		// missilestate
+	S_NULL,		// deathstate
+	S_NULL,		// xdeathstate
+	sfx_None,		// deathsound
+	0,		// speed
+	20*FRACUNIT,		// radius
+	16*FRACUNIT,		// height
+	100,		// mass
+	0,		// damage
+	sfx_None,		// activesound
+	MF_SPECIAL,		// flags
+	S_NULL		// raisestate
+    },
+
+    {		// MT_SHOTGUN
+	2001,		// doomednum
+	S_SHOT,		// spawnstate
+	1000,		// spawnhealth
+	S_NULL,		// seestate
+	sfx_None,		// seesound
+	8,		// reactiontime
+	sfx_None,		// attacksound
+	S_NULL,		// painstate
+	0,		// painchance
+	sfx_None,		// painsound
+	S_NULL,		// meleestate
+	S_NULL,		// missilestate
+	S_NULL,		// deathstate
+	S_NULL,		// xdeathstate
+	sfx_None,		// deathsound
+	0,		// speed
+	20*FRACUNIT,		// radius
+	16*FRACUNIT,		// height
+	100,		// mass
+	0,		// damage
+	sfx_None,		// activesound
+	MF_SPECIAL,		// flags
+	S_NULL		// raisestate
+    },
+
+    {		// MT_SUPERSHOTGUN
+	82,		// doomednum
+	S_SHOT2,		// spawnstate
+	1000,		// spawnhealth
+	S_NULL,		// seestate
+	sfx_None,		// seesound
+	8,		// reactiontime
+	sfx_None,		// attacksound
+	S_NULL,		// painstate
+	0,		// painchance
+	sfx_None,		// painsound
+	S_NULL,		// meleestate
+	S_NULL,		// missilestate
+	S_NULL,		// deathstate
+	S_NULL,		// xdeathstate
+	sfx_None,		// deathsound
+	0,		// speed
+	20*FRACUNIT,		// radius
+	16*FRACUNIT,		// height
+	100,		// mass
+	0,		// damage
+	sfx_None,		// activesound
+	MF_SPECIAL,		// flags
+	S_NULL		// raisestate
+    },
+
+    {		// MT_MISC29
+	85,		// doomednum
+	S_TECHLAMP,		// spawnstate
+	1000,		// spawnhealth
+	S_NULL,		// seestate
+	sfx_None,		// seesound
+	8,		// reactiontime
+	sfx_None,		// attacksound
+	S_NULL,		// painstate
+	0,		// painchance
+	sfx_None,		// painsound
+	S_NULL,		// meleestate
+	S_NULL,		// missilestate
+	S_NULL,		// deathstate
+	S_NULL,		// xdeathstate
+	sfx_None,		// deathsound
+	0,		// speed
+	16*FRACUNIT,		// radius
+	16*FRACUNIT,		// height
+	100,		// mass
+	0,		// damage
+	sfx_None,		// activesound
+	MF_SOLID,		// flags
+	S_NULL		// raisestate
+    },
+
+    {		// MT_MISC30
+	86,		// doomednum
+	S_TECH2LAMP,		// spawnstate
+	1000,		// spawnhealth
+	S_NULL,		// seestate
+	sfx_None,		// seesound
+	8,		// reactiontime
+	sfx_None,		// attacksound
+	S_NULL,		// painstate
+	0,		// painchance
+	sfx_None,		// painsound
+	S_NULL,		// meleestate
+	S_NULL,		// missilestate
+	S_NULL,		// deathstate
+	S_NULL,		// xdeathstate
+	sfx_None,		// deathsound
+	0,		// speed
+	16*FRACUNIT,		// radius
+	16*FRACUNIT,		// height
+	100,		// mass
+	0,		// damage
+	sfx_None,		// activesound
+	MF_SOLID,		// flags
+	S_NULL		// raisestate
+    },
+
+    {		// MT_MISC31
+	2028,		// doomednum
+	S_COLU,		// spawnstate
+	1000,		// spawnhealth
+	S_NULL,		// seestate
+	sfx_None,		// seesound
+	8,		// reactiontime
+	sfx_None,		// attacksound
+	S_NULL,		// painstate
+	0,		// painchance
+	sfx_None,		// painsound
+	S_NULL,		// meleestate
+	S_NULL,		// missilestate
+	S_NULL,		// deathstate
+	S_NULL,		// xdeathstate
+	sfx_None,		// deathsound
+	0,		// speed
+	16*FRACUNIT,		// radius
+	16*FRACUNIT,		// height
+	100,		// mass
+	0,		// damage
+	sfx_None,		// activesound
+	MF_SOLID,		// flags
+	S_NULL		// raisestate
+    },
+
+    {		// MT_MISC32
+	30,		// doomednum
+	S_TALLGRNCOL,		// spawnstate
+	1000,		// spawnhealth
+	S_NULL,		// seestate
+	sfx_None,		// seesound
+	8,		// reactiontime
+	sfx_None,		// attacksound
+	S_NULL,		// painstate
+	0,		// painchance
+	sfx_None,		// painsound
+	S_NULL,		// meleestate
+	S_NULL,		// missilestate
+	S_NULL,		// deathstate
+	S_NULL,		// xdeathstate
+	sfx_None,		// deathsound
+	0,		// speed
+	16*FRACUNIT,		// radius
+	16*FRACUNIT,		// height
+	100,		// mass
+	0,		// damage
+	sfx_None,		// activesound
+	MF_SOLID,		// flags
+	S_NULL		// raisestate
+    },
+
+    {		// MT_MISC33
+	31,		// doomednum
+	S_SHRTGRNCOL,		// spawnstate
+	1000,		// spawnhealth
+	S_NULL,		// seestate
+	sfx_None,		// seesound
+	8,		// reactiontime
+	sfx_None,		// attacksound
+	S_NULL,		// painstate
+	0,		// painchance
+	sfx_None,		// painsound
+	S_NULL,		// meleestate
+	S_NULL,		// missilestate
+	S_NULL,		// deathstate
+	S_NULL,		// xdeathstate
+	sfx_None,		// deathsound
+	0,		// speed
+	16*FRACUNIT,		// radius
+	16*FRACUNIT,		// height
+	100,		// mass
+	0,		// damage
+	sfx_None,		// activesound
+	MF_SOLID,		// flags
+	S_NULL		// raisestate
+    },
+
+    {		// MT_MISC34
+	32,		// doomednum
+	S_TALLREDCOL,		// spawnstate
+	1000,		// spawnhealth
+	S_NULL,		// seestate
+	sfx_None,		// seesound
+	8,		// reactiontime
+	sfx_None,		// attacksound
+	S_NULL,		// painstate
+	0,		// painchance
+	sfx_None,		// painsound
+	S_NULL,		// meleestate
+	S_NULL,		// missilestate
+	S_NULL,		// deathstate
+	S_NULL,		// xdeathstate
+	sfx_None,		// deathsound
+	0,		// speed
+	16*FRACUNIT,		// radius
+	16*FRACUNIT,		// height
+	100,		// mass
+	0,		// damage
+	sfx_None,		// activesound
+	MF_SOLID,		// flags
+	S_NULL		// raisestate
+    },
+
+    {		// MT_MISC35
+	33,		// doomednum
+	S_SHRTREDCOL,		// spawnstate
+	1000,		// spawnhealth
+	S_NULL,		// seestate
+	sfx_None,		// seesound
+	8,		// reactiontime
+	sfx_None,		// attacksound
+	S_NULL,		// painstate
+	0,		// painchance
+	sfx_None,		// painsound
+	S_NULL,		// meleestate
+	S_NULL,		// missilestate
+	S_NULL,		// deathstate
+	S_NULL,		// xdeathstate
+	sfx_None,		// deathsound
+	0,		// speed
+	16*FRACUNIT,		// radius
+	16*FRACUNIT,		// height
+	100,		// mass
+	0,		// damage
+	sfx_None,		// activesound
+	MF_SOLID,		// flags
+	S_NULL		// raisestate
+    },
+
+    {		// MT_MISC36
+	37,		// doomednum
+	S_SKULLCOL,		// spawnstate
+	1000,		// spawnhealth
+	S_NULL,		// seestate
+	sfx_None,		// seesound
+	8,		// reactiontime
+	sfx_None,		// attacksound
+	S_NULL,		// painstate
+	0,		// painchance
+	sfx_None,		// painsound
+	S_NULL,		// meleestate
+	S_NULL,		// missilestate
+	S_NULL,		// deathstate
+	S_NULL,		// xdeathstate
+	sfx_None,		// deathsound
+	0,		// speed
+	16*FRACUNIT,		// radius
+	16*FRACUNIT,		// height
+	100,		// mass
+	0,		// damage
+	sfx_None,		// activesound
+	MF_SOLID,		// flags
+	S_NULL		// raisestate
+    },
+
+    {		// MT_MISC37
+	36,		// doomednum
+	S_HEARTCOL,		// spawnstate
+	1000,		// spawnhealth
+	S_NULL,		// seestate
+	sfx_None,		// seesound
+	8,		// reactiontime
+	sfx_None,		// attacksound
+	S_NULL,		// painstate
+	0,		// painchance
+	sfx_None,		// painsound
+	S_NULL,		// meleestate
+	S_NULL,		// missilestate
+	S_NULL,		// deathstate
+	S_NULL,		// xdeathstate
+	sfx_None,		// deathsound
+	0,		// speed
+	16*FRACUNIT,		// radius
+	16*FRACUNIT,		// height
+	100,		// mass
+	0,		// damage
+	sfx_None,		// activesound
+	MF_SOLID,		// flags
+	S_NULL		// raisestate
+    },
+
+    {		// MT_MISC38
+	41,		// doomednum
+	S_EVILEYE,		// spawnstate
+	1000,		// spawnhealth
+	S_NULL,		// seestate
+	sfx_None,		// seesound
+	8,		// reactiontime
+	sfx_None,		// attacksound
+	S_NULL,		// painstate
+	0,		// painchance
+	sfx_None,		// painsound
+	S_NULL,		// meleestate
+	S_NULL,		// missilestate
+	S_NULL,		// deathstate
+	S_NULL,		// xdeathstate
+	sfx_None,		// deathsound
+	0,		// speed
+	16*FRACUNIT,		// radius
+	16*FRACUNIT,		// height
+	100,		// mass
+	0,		// damage
+	sfx_None,		// activesound
+	MF_SOLID,		// flags
+	S_NULL		// raisestate
+    },
+
+    {		// MT_MISC39
+	42,		// doomednum
+	S_FLOATSKULL,		// spawnstate
+	1000,		// spawnhealth
+	S_NULL,		// seestate
+	sfx_None,		// seesound
+	8,		// reactiontime
+	sfx_None,		// attacksound
+	S_NULL,		// painstate
+	0,		// painchance
+	sfx_None,		// painsound
+	S_NULL,		// meleestate
+	S_NULL,		// missilestate
+	S_NULL,		// deathstate
+	S_NULL,		// xdeathstate
+	sfx_None,		// deathsound
+	0,		// speed
+	16*FRACUNIT,		// radius
+	16*FRACUNIT,		// height
+	100,		// mass
+	0,		// damage
+	sfx_None,		// activesound
+	MF_SOLID,		// flags
+	S_NULL		// raisestate
+    },
+
+    {		// MT_MISC40
+	43,		// doomednum
+	S_TORCHTREE,		// spawnstate
+	1000,		// spawnhealth
+	S_NULL,		// seestate
+	sfx_None,		// seesound
+	8,		// reactiontime
+	sfx_None,		// attacksound
+	S_NULL,		// painstate
+	0,		// painchance
+	sfx_None,		// painsound
+	S_NULL,		// meleestate
+	S_NULL,		// missilestate
+	S_NULL,		// deathstate
+	S_NULL,		// xdeathstate
+	sfx_None,		// deathsound
+	0,		// speed
+	16*FRACUNIT,		// radius
+	16*FRACUNIT,		// height
+	100,		// mass
+	0,		// damage
+	sfx_None,		// activesound
+	MF_SOLID,		// flags
+	S_NULL		// raisestate
+    },
+
+    {		// MT_MISC41
+	44,		// doomednum
+	S_BLUETORCH,		// spawnstate
+	1000,		// spawnhealth
+	S_NULL,		// seestate
+	sfx_None,		// seesound
+	8,		// reactiontime
+	sfx_None,		// attacksound
+	S_NULL,		// painstate
+	0,		// painchance
+	sfx_None,		// painsound
+	S_NULL,		// meleestate
+	S_NULL,		// missilestate
+	S_NULL,		// deathstate
+	S_NULL,		// xdeathstate
+	sfx_None,		// deathsound
+	0,		// speed
+	16*FRACUNIT,		// radius
+	16*FRACUNIT,		// height
+	100,		// mass
+	0,		// damage
+	sfx_None,		// activesound
+	MF_SOLID,		// flags
+	S_NULL		// raisestate
+    },
+
+    {		// MT_MISC42
+	45,		// doomednum
+	S_GREENTORCH,		// spawnstate
+	1000,		// spawnhealth
+	S_NULL,		// seestate
+	sfx_None,		// seesound
+	8,		// reactiontime
+	sfx_None,		// attacksound
+	S_NULL,		// painstate
+	0,		// painchance
+	sfx_None,		// painsound
+	S_NULL,		// meleestate
+	S_NULL,		// missilestate
+	S_NULL,		// deathstate
+	S_NULL,		// xdeathstate
+	sfx_None,		// deathsound
+	0,		// speed
+	16*FRACUNIT,		// radius
+	16*FRACUNIT,		// height
+	100,		// mass
+	0,		// damage
+	sfx_None,		// activesound
+	MF_SOLID,		// flags
+	S_NULL		// raisestate
+    },
+
+    {		// MT_MISC43
+	46,		// doomednum
+	S_REDTORCH,		// spawnstate
+	1000,		// spawnhealth
+	S_NULL,		// seestate
+	sfx_None,		// seesound
+	8,		// reactiontime
+	sfx_None,		// attacksound
+	S_NULL,		// painstate
+	0,		// painchance
+	sfx_None,		// painsound
+	S_NULL,		// meleestate
+	S_NULL,		// missilestate
+	S_NULL,		// deathstate
+	S_NULL,		// xdeathstate
+	sfx_None,		// deathsound
+	0,		// speed
+	16*FRACUNIT,		// radius
+	16*FRACUNIT,		// height
+	100,		// mass
+	0,		// damage
+	sfx_None,		// activesound
+	MF_SOLID,		// flags
+	S_NULL		// raisestate
+    },
+
+    {		// MT_MISC44
+	55,		// doomednum
+	S_BTORCHSHRT,		// spawnstate
+	1000,		// spawnhealth
+	S_NULL,		// seestate
+	sfx_None,		// seesound
+	8,		// reactiontime
+	sfx_None,		// attacksound
+	S_NULL,		// painstate
+	0,		// painchance
+	sfx_None,		// painsound
+	S_NULL,		// meleestate
+	S_NULL,		// missilestate
+	S_NULL,		// deathstate
+	S_NULL,		// xdeathstate
+	sfx_None,		// deathsound
+	0,		// speed
+	16*FRACUNIT,		// radius
+	16*FRACUNIT,		// height
+	100,		// mass
+	0,		// damage
+	sfx_None,		// activesound
+	MF_SOLID,		// flags
+	S_NULL		// raisestate
+    },
+
+    {		// MT_MISC45
+	56,		// doomednum
+	S_GTORCHSHRT,		// spawnstate
+	1000,		// spawnhealth
+	S_NULL,		// seestate
+	sfx_None,		// seesound
+	8,		// reactiontime
+	sfx_None,		// attacksound
+	S_NULL,		// painstate
+	0,		// painchance
+	sfx_None,		// painsound
+	S_NULL,		// meleestate
+	S_NULL,		// missilestate
+	S_NULL,		// deathstate
+	S_NULL,		// xdeathstate
+	sfx_None,		// deathsound
+	0,		// speed
+	16*FRACUNIT,		// radius
+	16*FRACUNIT,		// height
+	100,		// mass
+	0,		// damage
+	sfx_None,		// activesound
+	MF_SOLID,		// flags
+	S_NULL		// raisestate
+    },
+
+    {		// MT_MISC46
+	57,		// doomednum
+	S_RTORCHSHRT,		// spawnstate
+	1000,		// spawnhealth
+	S_NULL,		// seestate
+	sfx_None,		// seesound
+	8,		// reactiontime
+	sfx_None,		// attacksound
+	S_NULL,		// painstate
+	0,		// painchance
+	sfx_None,		// painsound
+	S_NULL,		// meleestate
+	S_NULL,		// missilestate
+	S_NULL,		// deathstate
+	S_NULL,		// xdeathstate
+	sfx_None,		// deathsound
+	0,		// speed
+	16*FRACUNIT,		// radius
+	16*FRACUNIT,		// height
+	100,		// mass
+	0,		// damage
+	sfx_None,		// activesound
+	MF_SOLID,		// flags
+	S_NULL		// raisestate
+    },
+
+    {		// MT_MISC47
+	47,		// doomednum
+	S_STALAGTITE,		// spawnstate
+	1000,		// spawnhealth
+	S_NULL,		// seestate
+	sfx_None,		// seesound
+	8,		// reactiontime
+	sfx_None,		// attacksound
+	S_NULL,		// painstate
+	0,		// painchance
+	sfx_None,		// painsound
+	S_NULL,		// meleestate
+	S_NULL,		// missilestate
+	S_NULL,		// deathstate
+	S_NULL,		// xdeathstate
+	sfx_None,		// deathsound
+	0,		// speed
+	16*FRACUNIT,		// radius
+	16*FRACUNIT,		// height
+	100,		// mass
+	0,		// damage
+	sfx_None,		// activesound
+	MF_SOLID,		// flags
+	S_NULL		// raisestate
+    },
+
+    {		// MT_MISC48
+	48,		// doomednum
+	S_TECHPILLAR,		// spawnstate
+	1000,		// spawnhealth
+	S_NULL,		// seestate
+	sfx_None,		// seesound
+	8,		// reactiontime
+	sfx_None,		// attacksound
+	S_NULL,		// painstate
+	0,		// painchance
+	sfx_None,		// painsound
+	S_NULL,		// meleestate
+	S_NULL,		// missilestate
+	S_NULL,		// deathstate
+	S_NULL,		// xdeathstate
+	sfx_None,		// deathsound
+	0,		// speed
+	16*FRACUNIT,		// radius
+	16*FRACUNIT,		// height
+	100,		// mass
+	0,		// damage
+	sfx_None,		// activesound
+	MF_SOLID,		// flags
+	S_NULL		// raisestate
+    },
+
+    {		// MT_MISC49
+	34,		// doomednum
+	S_CANDLESTIK,		// spawnstate
+	1000,		// spawnhealth
+	S_NULL,		// seestate
+	sfx_None,		// seesound
+	8,		// reactiontime
+	sfx_None,		// attacksound
+	S_NULL,		// painstate
+	0,		// painchance
+	sfx_None,		// painsound
+	S_NULL,		// meleestate
+	S_NULL,		// missilestate
+	S_NULL,		// deathstate
+	S_NULL,		// xdeathstate
+	sfx_None,		// deathsound
+	0,		// speed
+	20*FRACUNIT,		// radius
+	16*FRACUNIT,		// height
+	100,		// mass
+	0,		// damage
+	sfx_None,		// activesound
+	0,		// flags
+	S_NULL		// raisestate
+    },
+
+    {		// MT_MISC50
+	35,		// doomednum
+	S_CANDELABRA,		// spawnstate
+	1000,		// spawnhealth
+	S_NULL,		// seestate
+	sfx_None,		// seesound
+	8,		// reactiontime
+	sfx_None,		// attacksound
+	S_NULL,		// painstate
+	0,		// painchance
+	sfx_None,		// painsound
+	S_NULL,		// meleestate
+	S_NULL,		// missilestate
+	S_NULL,		// deathstate
+	S_NULL,		// xdeathstate
+	sfx_None,		// deathsound
+	0,		// speed
+	16*FRACUNIT,		// radius
+	16*FRACUNIT,		// height
+	100,		// mass
+	0,		// damage
+	sfx_None,		// activesound
+	MF_SOLID,		// flags
+	S_NULL		// raisestate
+    },
+
+    {		// MT_MISC51
+	49,		// doomednum
+	S_BLOODYTWITCH,		// spawnstate
+	1000,		// spawnhealth
+	S_NULL,		// seestate
+	sfx_None,		// seesound
+	8,		// reactiontime
+	sfx_None,		// attacksound
+	S_NULL,		// painstate
+	0,		// painchance
+	sfx_None,		// painsound
+	S_NULL,		// meleestate
+	S_NULL,		// missilestate
+	S_NULL,		// deathstate
+	S_NULL,		// xdeathstate
+	sfx_None,		// deathsound
+	0,		// speed
+	16*FRACUNIT,		// radius
+	68*FRACUNIT,		// height
+	100,		// mass
+	0,		// damage
+	sfx_None,		// activesound
+	MF_SOLID|MF_SPAWNCEILING|MF_NOGRAVITY,		// flags
+	S_NULL		// raisestate
+    },
+
+    {		// MT_MISC52
+	50,		// doomednum
+	S_MEAT2,		// spawnstate
+	1000,		// spawnhealth
+	S_NULL,		// seestate
+	sfx_None,		// seesound
+	8,		// reactiontime
+	sfx_None,		// attacksound
+	S_NULL,		// painstate
+	0,		// painchance
+	sfx_None,		// painsound
+	S_NULL,		// meleestate
+	S_NULL,		// missilestate
+	S_NULL,		// deathstate
+	S_NULL,		// xdeathstate
+	sfx_None,		// deathsound
+	0,		// speed
+	16*FRACUNIT,		// radius
+	84*FRACUNIT,		// height
+	100,		// mass
+	0,		// damage
+	sfx_None,		// activesound
+	MF_SOLID|MF_SPAWNCEILING|MF_NOGRAVITY,		// flags
+	S_NULL		// raisestate
+    },
+
+    {		// MT_MISC53
+	51,		// doomednum
+	S_MEAT3,		// spawnstate
+	1000,		// spawnhealth
+	S_NULL,		// seestate
+	sfx_None,		// seesound
+	8,		// reactiontime
+	sfx_None,		// attacksound
+	S_NULL,		// painstate
+	0,		// painchance
+	sfx_None,		// painsound
+	S_NULL,		// meleestate
+	S_NULL,		// missilestate
+	S_NULL,		// deathstate
+	S_NULL,		// xdeathstate
+	sfx_None,		// deathsound
+	0,		// speed
+	16*FRACUNIT,		// radius
+	84*FRACUNIT,		// height
+	100,		// mass
+	0,		// damage
+	sfx_None,		// activesound
+	MF_SOLID|MF_SPAWNCEILING|MF_NOGRAVITY,		// flags
+	S_NULL		// raisestate
+    },
+
+    {		// MT_MISC54
+	52,		// doomednum
+	S_MEAT4,		// spawnstate
+	1000,		// spawnhealth
+	S_NULL,		// seestate
+	sfx_None,		// seesound
+	8,		// reactiontime
+	sfx_None,		// attacksound
+	S_NULL,		// painstate
+	0,		// painchance
+	sfx_None,		// painsound
+	S_NULL,		// meleestate
+	S_NULL,		// missilestate
+	S_NULL,		// deathstate
+	S_NULL,		// xdeathstate
+	sfx_None,		// deathsound
+	0,		// speed
+	16*FRACUNIT,		// radius
+	68*FRACUNIT,		// height
+	100,		// mass
+	0,		// damage
+	sfx_None,		// activesound
+	MF_SOLID|MF_SPAWNCEILING|MF_NOGRAVITY,		// flags
+	S_NULL		// raisestate
+    },
+
+    {		// MT_MISC55
+	53,		// doomednum
+	S_MEAT5,		// spawnstate
+	1000,		// spawnhealth
+	S_NULL,		// seestate
+	sfx_None,		// seesound
+	8,		// reactiontime
+	sfx_None,		// attacksound
+	S_NULL,		// painstate
+	0,		// painchance
+	sfx_None,		// painsound
+	S_NULL,		// meleestate
+	S_NULL,		// missilestate
+	S_NULL,		// deathstate
+	S_NULL,		// xdeathstate
+	sfx_None,		// deathsound
+	0,		// speed
+	16*FRACUNIT,		// radius
+	52*FRACUNIT,		// height
+	100,		// mass
+	0,		// damage
+	sfx_None,		// activesound
+	MF_SOLID|MF_SPAWNCEILING|MF_NOGRAVITY,		// flags
+	S_NULL		// raisestate
+    },
+
+    {		// MT_MISC56
+	59,		// doomednum
+	S_MEAT2,		// spawnstate
+	1000,		// spawnhealth
+	S_NULL,		// seestate
+	sfx_None,		// seesound
+	8,		// reactiontime
+	sfx_None,		// attacksound
+	S_NULL,		// painstate
+	0,		// painchance
+	sfx_None,		// painsound
+	S_NULL,		// meleestate
+	S_NULL,		// missilestate
+	S_NULL,		// deathstate
+	S_NULL,		// xdeathstate
+	sfx_None,		// deathsound
+	0,		// speed
+	20*FRACUNIT,		// radius
+	84*FRACUNIT,		// height
+	100,		// mass
+	0,		// damage
+	sfx_None,		// activesound
+	MF_SPAWNCEILING|MF_NOGRAVITY,		// flags
+	S_NULL		// raisestate
+    },
+
+    {		// MT_MISC57
+	60,		// doomednum
+	S_MEAT4,		// spawnstate
+	1000,		// spawnhealth
+	S_NULL,		// seestate
+	sfx_None,		// seesound
+	8,		// reactiontime
+	sfx_None,		// attacksound
+	S_NULL,		// painstate
+	0,		// painchance
+	sfx_None,		// painsound
+	S_NULL,		// meleestate
+	S_NULL,		// missilestate
+	S_NULL,		// deathstate
+	S_NULL,		// xdeathstate
+	sfx_None,		// deathsound
+	0,		// speed
+	20*FRACUNIT,		// radius
+	68*FRACUNIT,		// height
+	100,		// mass
+	0,		// damage
+	sfx_None,		// activesound
+	MF_SPAWNCEILING|MF_NOGRAVITY,		// flags
+	S_NULL		// raisestate
+    },
+
+    {		// MT_MISC58
+	61,		// doomednum
+	S_MEAT3,		// spawnstate
+	1000,		// spawnhealth
+	S_NULL,		// seestate
+	sfx_None,		// seesound
+	8,		// reactiontime
+	sfx_None,		// attacksound
+	S_NULL,		// painstate
+	0,		// painchance
+	sfx_None,		// painsound
+	S_NULL,		// meleestate
+	S_NULL,		// missilestate
+	S_NULL,		// deathstate
+	S_NULL,		// xdeathstate
+	sfx_None,		// deathsound
+	0,		// speed
+	20*FRACUNIT,		// radius
+	52*FRACUNIT,		// height
+	100,		// mass
+	0,		// damage
+	sfx_None,		// activesound
+	MF_SPAWNCEILING|MF_NOGRAVITY,		// flags
+	S_NULL		// raisestate
+    },
+
+    {		// MT_MISC59
+	62,		// doomednum
+	S_MEAT5,		// spawnstate
+	1000,		// spawnhealth
+	S_NULL,		// seestate
+	sfx_None,		// seesound
+	8,		// reactiontime
+	sfx_None,		// attacksound
+	S_NULL,		// painstate
+	0,		// painchance
+	sfx_None,		// painsound
+	S_NULL,		// meleestate
+	S_NULL,		// missilestate
+	S_NULL,		// deathstate
+	S_NULL,		// xdeathstate
+	sfx_None,		// deathsound
+	0,		// speed
+	20*FRACUNIT,		// radius
+	52*FRACUNIT,		// height
+	100,		// mass
+	0,		// damage
+	sfx_None,		// activesound
+	MF_SPAWNCEILING|MF_NOGRAVITY,		// flags
+	S_NULL		// raisestate
+    },
+
+    {		// MT_MISC60
+	63,		// doomednum
+	S_BLOODYTWITCH,		// spawnstate
+	1000,		// spawnhealth
+	S_NULL,		// seestate
+	sfx_None,		// seesound
+	8,		// reactiontime
+	sfx_None,		// attacksound
+	S_NULL,		// painstate
+	0,		// painchance
+	sfx_None,		// painsound
+	S_NULL,		// meleestate
+	S_NULL,		// missilestate
+	S_NULL,		// deathstate
+	S_NULL,		// xdeathstate
+	sfx_None,		// deathsound
+	0,		// speed
+	20*FRACUNIT,		// radius
+	68*FRACUNIT,		// height
+	100,		// mass
+	0,		// damage
+	sfx_None,		// activesound
+	MF_SPAWNCEILING|MF_NOGRAVITY,		// flags
+	S_NULL		// raisestate
+    },
+
+    {		// MT_MISC61
+	22,		// doomednum
+	S_HEAD_DIE6,		// spawnstate
+	1000,		// spawnhealth
+	S_NULL,		// seestate
+	sfx_None,		// seesound
+	8,		// reactiontime
+	sfx_None,		// attacksound
+	S_NULL,		// painstate
+	0,		// painchance
+	sfx_None,		// painsound
+	S_NULL,		// meleestate
+	S_NULL,		// missilestate
+	S_NULL,		// deathstate
+	S_NULL,		// xdeathstate
+	sfx_None,		// deathsound
+	0,		// speed
+	20*FRACUNIT,		// radius
+	16*FRACUNIT,		// height
+	100,		// mass
+	0,		// damage
+	sfx_None,		// activesound
+	0,		// flags
+	S_NULL		// raisestate
+    },
+
+    {		// MT_MISC62
+	15,		// doomednum
+	S_PLAY_DIE7,		// spawnstate
+	1000,		// spawnhealth
+	S_NULL,		// seestate
+	sfx_None,		// seesound
+	8,		// reactiontime
+	sfx_None,		// attacksound
+	S_NULL,		// painstate
+	0,		// painchance
+	sfx_None,		// painsound
+	S_NULL,		// meleestate
+	S_NULL,		// missilestate
+	S_NULL,		// deathstate
+	S_NULL,		// xdeathstate
+	sfx_None,		// deathsound
+	0,		// speed
+	20*FRACUNIT,		// radius
+	16*FRACUNIT,		// height
+	100,		// mass
+	0,		// damage
+	sfx_None,		// activesound
+	0,		// flags
+	S_NULL		// raisestate
+    },
+
+    {		// MT_MISC63
+	18,		// doomednum
+	S_POSS_DIE5,		// spawnstate
+	1000,		// spawnhealth
+	S_NULL,		// seestate
+	sfx_None,		// seesound
+	8,		// reactiontime
+	sfx_None,		// attacksound
+	S_NULL,		// painstate
+	0,		// painchance
+	sfx_None,		// painsound
+	S_NULL,		// meleestate
+	S_NULL,		// missilestate
+	S_NULL,		// deathstate
+	S_NULL,		// xdeathstate
+	sfx_None,		// deathsound
+	0,		// speed
+	20*FRACUNIT,		// radius
+	16*FRACUNIT,		// height
+	100,		// mass
+	0,		// damage
+	sfx_None,		// activesound
+	0,		// flags
+	S_NULL		// raisestate
+    },
+
+    {		// MT_MISC64
+	21,		// doomednum
+	S_SARG_DIE6,		// spawnstate
+	1000,		// spawnhealth
+	S_NULL,		// seestate
+	sfx_None,		// seesound
+	8,		// reactiontime
+	sfx_None,		// attacksound
+	S_NULL,		// painstate
+	0,		// painchance
+	sfx_None,		// painsound
+	S_NULL,		// meleestate
+	S_NULL,		// missilestate
+	S_NULL,		// deathstate
+	S_NULL,		// xdeathstate
+	sfx_None,		// deathsound
+	0,		// speed
+	20*FRACUNIT,		// radius
+	16*FRACUNIT,		// height
+	100,		// mass
+	0,		// damage
+	sfx_None,		// activesound
+	0,		// flags
+	S_NULL		// raisestate
+    },
+
+    {		// MT_MISC65
+	23,		// doomednum
+	S_SKULL_DIE6,		// spawnstate
+	1000,		// spawnhealth
+	S_NULL,		// seestate
+	sfx_None,		// seesound
+	8,		// reactiontime
+	sfx_None,		// attacksound
+	S_NULL,		// painstate
+	0,		// painchance
+	sfx_None,		// painsound
+	S_NULL,		// meleestate
+	S_NULL,		// missilestate
+	S_NULL,		// deathstate
+	S_NULL,		// xdeathstate
+	sfx_None,		// deathsound
+	0,		// speed
+	20*FRACUNIT,		// radius
+	16*FRACUNIT,		// height
+	100,		// mass
+	0,		// damage
+	sfx_None,		// activesound
+	0,		// flags
+	S_NULL		// raisestate
+    },
+
+    {		// MT_MISC66
+	20,		// doomednum
+	S_TROO_DIE5,		// spawnstate
+	1000,		// spawnhealth
+	S_NULL,		// seestate
+	sfx_None,		// seesound
+	8,		// reactiontime
+	sfx_None,		// attacksound
+	S_NULL,		// painstate
+	0,		// painchance
+	sfx_None,		// painsound
+	S_NULL,		// meleestate
+	S_NULL,		// missilestate
+	S_NULL,		// deathstate
+	S_NULL,		// xdeathstate
+	sfx_None,		// deathsound
+	0,		// speed
+	20*FRACUNIT,		// radius
+	16*FRACUNIT,		// height
+	100,		// mass
+	0,		// damage
+	sfx_None,		// activesound
+	0,		// flags
+	S_NULL		// raisestate
+    },
+
+    {		// MT_MISC67
+	19,		// doomednum
+	S_SPOS_DIE5,		// spawnstate
+	1000,		// spawnhealth
+	S_NULL,		// seestate
+	sfx_None,		// seesound
+	8,		// reactiontime
+	sfx_None,		// attacksound
+	S_NULL,		// painstate
+	0,		// painchance
+	sfx_None,		// painsound
+	S_NULL,		// meleestate
+	S_NULL,		// missilestate
+	S_NULL,		// deathstate
+	S_NULL,		// xdeathstate
+	sfx_None,		// deathsound
+	0,		// speed
+	20*FRACUNIT,		// radius
+	16*FRACUNIT,		// height
+	100,		// mass
+	0,		// damage
+	sfx_None,		// activesound
+	0,		// flags
+	S_NULL		// raisestate
+    },
+
+    {		// MT_MISC68
+	10,		// doomednum
+	S_PLAY_XDIE9,		// spawnstate
+	1000,		// spawnhealth
+	S_NULL,		// seestate
+	sfx_None,		// seesound
+	8,		// reactiontime
+	sfx_None,		// attacksound
+	S_NULL,		// painstate
+	0,		// painchance
+	sfx_None,		// painsound
+	S_NULL,		// meleestate
+	S_NULL,		// missilestate
+	S_NULL,		// deathstate
+	S_NULL,		// xdeathstate
+	sfx_None,		// deathsound
+	0,		// speed
+	20*FRACUNIT,		// radius
+	16*FRACUNIT,		// height
+	100,		// mass
+	0,		// damage
+	sfx_None,		// activesound
+	0,		// flags
+	S_NULL		// raisestate
+    },
+
+    {		// MT_MISC69
+	12,		// doomednum
+	S_PLAY_XDIE9,		// spawnstate
+	1000,		// spawnhealth
+	S_NULL,		// seestate
+	sfx_None,		// seesound
+	8,		// reactiontime
+	sfx_None,		// attacksound
+	S_NULL,		// painstate
+	0,		// painchance
+	sfx_None,		// painsound
+	S_NULL,		// meleestate
+	S_NULL,		// missilestate
+	S_NULL,		// deathstate
+	S_NULL,		// xdeathstate
+	sfx_None,		// deathsound
+	0,		// speed
+	20*FRACUNIT,		// radius
+	16*FRACUNIT,		// height
+	100,		// mass
+	0,		// damage
+	sfx_None,		// activesound
+	0,		// flags
+	S_NULL		// raisestate
+    },
+
+    {		// MT_MISC70
+	28,		// doomednum
+	S_HEADSONSTICK,		// spawnstate
+	1000,		// spawnhealth
+	S_NULL,		// seestate
+	sfx_None,		// seesound
+	8,		// reactiontime
+	sfx_None,		// attacksound
+	S_NULL,		// painstate
+	0,		// painchance
+	sfx_None,		// painsound
+	S_NULL,		// meleestate
+	S_NULL,		// missilestate
+	S_NULL,		// deathstate
+	S_NULL,		// xdeathstate
+	sfx_None,		// deathsound
+	0,		// speed
+	16*FRACUNIT,		// radius
+	16*FRACUNIT,		// height
+	100,		// mass
+	0,		// damage
+	sfx_None,		// activesound
+	MF_SOLID,		// flags
+	S_NULL		// raisestate
+    },
+
+    {		// MT_MISC71
+	24,		// doomednum
+	S_GIBS,		// spawnstate
+	1000,		// spawnhealth
+	S_NULL,		// seestate
+	sfx_None,		// seesound
+	8,		// reactiontime
+	sfx_None,		// attacksound
+	S_NULL,		// painstate
+	0,		// painchance
+	sfx_None,		// painsound
+	S_NULL,		// meleestate
+	S_NULL,		// missilestate
+	S_NULL,		// deathstate
+	S_NULL,		// xdeathstate
+	sfx_None,		// deathsound
+	0,		// speed
+	20*FRACUNIT,		// radius
+	16*FRACUNIT,		// height
+	100,		// mass
+	0,		// damage
+	sfx_None,		// activesound
+	0,		// flags
+	S_NULL		// raisestate
+    },
+
+    {		// MT_MISC72
+	27,		// doomednum
+	S_HEADONASTICK,		// spawnstate
+	1000,		// spawnhealth
+	S_NULL,		// seestate
+	sfx_None,		// seesound
+	8,		// reactiontime
+	sfx_None,		// attacksound
+	S_NULL,		// painstate
+	0,		// painchance
+	sfx_None,		// painsound
+	S_NULL,		// meleestate
+	S_NULL,		// missilestate
+	S_NULL,		// deathstate
+	S_NULL,		// xdeathstate
+	sfx_None,		// deathsound
+	0,		// speed
+	16*FRACUNIT,		// radius
+	16*FRACUNIT,		// height
+	100,		// mass
+	0,		// damage
+	sfx_None,		// activesound
+	MF_SOLID,		// flags
+	S_NULL		// raisestate
+    },
+
+    {		// MT_MISC73
+	29,		// doomednum
+	S_HEADCANDLES,		// spawnstate
+	1000,		// spawnhealth
+	S_NULL,		// seestate
+	sfx_None,		// seesound
+	8,		// reactiontime
+	sfx_None,		// attacksound
+	S_NULL,		// painstate
+	0,		// painchance
+	sfx_None,		// painsound
+	S_NULL,		// meleestate
+	S_NULL,		// missilestate
+	S_NULL,		// deathstate
+	S_NULL,		// xdeathstate
+	sfx_None,		// deathsound
+	0,		// speed
+	16*FRACUNIT,		// radius
+	16*FRACUNIT,		// height
+	100,		// mass
+	0,		// damage
+	sfx_None,		// activesound
+	MF_SOLID,		// flags
+	S_NULL		// raisestate
+    },
+
+    {		// MT_MISC74
+	25,		// doomednum
+	S_DEADSTICK,		// spawnstate
+	1000,		// spawnhealth
+	S_NULL,		// seestate
+	sfx_None,		// seesound
+	8,		// reactiontime
+	sfx_None,		// attacksound
+	S_NULL,		// painstate
+	0,		// painchance
+	sfx_None,		// painsound
+	S_NULL,		// meleestate
+	S_NULL,		// missilestate
+	S_NULL,		// deathstate
+	S_NULL,		// xdeathstate
+	sfx_None,		// deathsound
+	0,		// speed
+	16*FRACUNIT,		// radius
+	16*FRACUNIT,		// height
+	100,		// mass
+	0,		// damage
+	sfx_None,		// activesound
+	MF_SOLID,		// flags
+	S_NULL		// raisestate
+    },
+
+    {		// MT_MISC75
+	26,		// doomednum
+	S_LIVESTICK,		// spawnstate
+	1000,		// spawnhealth
+	S_NULL,		// seestate
+	sfx_None,		// seesound
+	8,		// reactiontime
+	sfx_None,		// attacksound
+	S_NULL,		// painstate
+	0,		// painchance
+	sfx_None,		// painsound
+	S_NULL,		// meleestate
+	S_NULL,		// missilestate
+	S_NULL,		// deathstate
+	S_NULL,		// xdeathstate
+	sfx_None,		// deathsound
+	0,		// speed
+	16*FRACUNIT,		// radius
+	16*FRACUNIT,		// height
+	100,		// mass
+	0,		// damage
+	sfx_None,		// activesound
+	MF_SOLID,		// flags
+	S_NULL		// raisestate
+    },
+
+    {		// MT_MISC76
+	54,		// doomednum
+	S_BIGTREE,		// spawnstate
+	1000,		// spawnhealth
+	S_NULL,		// seestate
+	sfx_None,		// seesound
+	8,		// reactiontime
+	sfx_None,		// attacksound
+	S_NULL,		// painstate
+	0,		// painchance
+	sfx_None,		// painsound
+	S_NULL,		// meleestate
+	S_NULL,		// missilestate
+	S_NULL,		// deathstate
+	S_NULL,		// xdeathstate
+	sfx_None,		// deathsound
+	0,		// speed
+	32*FRACUNIT,		// radius
+	16*FRACUNIT,		// height
+	100,		// mass
+	0,		// damage
+	sfx_None,		// activesound
+	MF_SOLID,		// flags
+	S_NULL		// raisestate
+    },
+
+    {		// MT_MISC77
+	70,		// doomednum
+	S_BBAR1,		// spawnstate
+	1000,		// spawnhealth
+	S_NULL,		// seestate
+	sfx_None,		// seesound
+	8,		// reactiontime
+	sfx_None,		// attacksound
+	S_NULL,		// painstate
+	0,		// painchance
+	sfx_None,		// painsound
+	S_NULL,		// meleestate
+	S_NULL,		// missilestate
+	S_NULL,		// deathstate
+	S_NULL,		// xdeathstate
+	sfx_None,		// deathsound
+	0,		// speed
+	16*FRACUNIT,		// radius
+	16*FRACUNIT,		// height
+	100,		// mass
+	0,		// damage
+	sfx_None,		// activesound
+	MF_SOLID,		// flags
+	S_NULL		// raisestate
+    },
+
+    {		// MT_MISC78
+	73,		// doomednum
+	S_HANGNOGUTS,		// spawnstate
+	1000,		// spawnhealth
+	S_NULL,		// seestate
+	sfx_None,		// seesound
+	8,		// reactiontime
+	sfx_None,		// attacksound
+	S_NULL,		// painstate
+	0,		// painchance
+	sfx_None,		// painsound
+	S_NULL,		// meleestate
+	S_NULL,		// missilestate
+	S_NULL,		// deathstate
+	S_NULL,		// xdeathstate
+	sfx_None,		// deathsound
+	0,		// speed
+	16*FRACUNIT,		// radius
+	88*FRACUNIT,		// height
+	100,		// mass
+	0,		// damage
+	sfx_None,		// activesound
+	MF_SOLID|MF_SPAWNCEILING|MF_NOGRAVITY,		// flags
+	S_NULL		// raisestate
+    },
+
+    {		// MT_MISC79
+	74,		// doomednum
+	S_HANGBNOBRAIN,		// spawnstate
+	1000,		// spawnhealth
+	S_NULL,		// seestate
+	sfx_None,		// seesound
+	8,		// reactiontime
+	sfx_None,		// attacksound
+	S_NULL,		// painstate
+	0,		// painchance
+	sfx_None,		// painsound
+	S_NULL,		// meleestate
+	S_NULL,		// missilestate
+	S_NULL,		// deathstate
+	S_NULL,		// xdeathstate
+	sfx_None,		// deathsound
+	0,		// speed
+	16*FRACUNIT,		// radius
+	88*FRACUNIT,		// height
+	100,		// mass
+	0,		// damage
+	sfx_None,		// activesound
+	MF_SOLID|MF_SPAWNCEILING|MF_NOGRAVITY,		// flags
+	S_NULL		// raisestate
+    },
+
+    {		// MT_MISC80
+	75,		// doomednum
+	S_HANGTLOOKDN,		// spawnstate
+	1000,		// spawnhealth
+	S_NULL,		// seestate
+	sfx_None,		// seesound
+	8,		// reactiontime
+	sfx_None,		// attacksound
+	S_NULL,		// painstate
+	0,		// painchance
+	sfx_None,		// painsound
+	S_NULL,		// meleestate
+	S_NULL,		// missilestate
+	S_NULL,		// deathstate
+	S_NULL,		// xdeathstate
+	sfx_None,		// deathsound
+	0,		// speed
+	16*FRACUNIT,		// radius
+	64*FRACUNIT,		// height
+	100,		// mass
+	0,		// damage
+	sfx_None,		// activesound
+	MF_SOLID|MF_SPAWNCEILING|MF_NOGRAVITY,		// flags
+	S_NULL		// raisestate
+    },
+
+    {		// MT_MISC81
+	76,		// doomednum
+	S_HANGTSKULL,		// spawnstate
+	1000,		// spawnhealth
+	S_NULL,		// seestate
+	sfx_None,		// seesound
+	8,		// reactiontime
+	sfx_None,		// attacksound
+	S_NULL,		// painstate
+	0,		// painchance
+	sfx_None,		// painsound
+	S_NULL,		// meleestate
+	S_NULL,		// missilestate
+	S_NULL,		// deathstate
+	S_NULL,		// xdeathstate
+	sfx_None,		// deathsound
+	0,		// speed
+	16*FRACUNIT,		// radius
+	64*FRACUNIT,		// height
+	100,		// mass
+	0,		// damage
+	sfx_None,		// activesound
+	MF_SOLID|MF_SPAWNCEILING|MF_NOGRAVITY,		// flags
+	S_NULL		// raisestate
+    },
+
+    {		// MT_MISC82
+	77,		// doomednum
+	S_HANGTLOOKUP,		// spawnstate
+	1000,		// spawnhealth
+	S_NULL,		// seestate
+	sfx_None,		// seesound
+	8,		// reactiontime
+	sfx_None,		// attacksound
+	S_NULL,		// painstate
+	0,		// painchance
+	sfx_None,		// painsound
+	S_NULL,		// meleestate
+	S_NULL,		// missilestate
+	S_NULL,		// deathstate
+	S_NULL,		// xdeathstate
+	sfx_None,		// deathsound
+	0,		// speed
+	16*FRACUNIT,		// radius
+	64*FRACUNIT,		// height
+	100,		// mass
+	0,		// damage
+	sfx_None,		// activesound
+	MF_SOLID|MF_SPAWNCEILING|MF_NOGRAVITY,		// flags
+	S_NULL		// raisestate
+    },
+
+    {		// MT_MISC83
+	78,		// doomednum
+	S_HANGTNOBRAIN,		// spawnstate
+	1000,		// spawnhealth
+	S_NULL,		// seestate
+	sfx_None,		// seesound
+	8,		// reactiontime
+	sfx_None,		// attacksound
+	S_NULL,		// painstate
+	0,		// painchance
+	sfx_None,		// painsound
+	S_NULL,		// meleestate
+	S_NULL,		// missilestate
+	S_NULL,		// deathstate
+	S_NULL,		// xdeathstate
+	sfx_None,		// deathsound
+	0,		// speed
+	16*FRACUNIT,		// radius
+	64*FRACUNIT,		// height
+	100,		// mass
+	0,		// damage
+	sfx_None,		// activesound
+	MF_SOLID|MF_SPAWNCEILING|MF_NOGRAVITY,		// flags
+	S_NULL		// raisestate
+    },
+
+    {		// MT_MISC84
+	79,		// doomednum
+	S_COLONGIBS,		// spawnstate
+	1000,		// spawnhealth
+	S_NULL,		// seestate
+	sfx_None,		// seesound
+	8,		// reactiontime
+	sfx_None,		// attacksound
+	S_NULL,		// painstate
+	0,		// painchance
+	sfx_None,		// painsound
+	S_NULL,		// meleestate
+	S_NULL,		// missilestate
+	S_NULL,		// deathstate
+	S_NULL,		// xdeathstate
+	sfx_None,		// deathsound
+	0,		// speed
+	20*FRACUNIT,		// radius
+	16*FRACUNIT,		// height
+	100,		// mass
+	0,		// damage
+	sfx_None,		// activesound
+	MF_NOBLOCKMAP,		// flags
+	S_NULL		// raisestate
+    },
+
+    {		// MT_MISC85
+	80,		// doomednum
+	S_SMALLPOOL,		// spawnstate
+	1000,		// spawnhealth
+	S_NULL,		// seestate
+	sfx_None,		// seesound
+	8,		// reactiontime
+	sfx_None,		// attacksound
+	S_NULL,		// painstate
+	0,		// painchance
+	sfx_None,		// painsound
+	S_NULL,		// meleestate
+	S_NULL,		// missilestate
+	S_NULL,		// deathstate
+	S_NULL,		// xdeathstate
+	sfx_None,		// deathsound
+	0,		// speed
+	20*FRACUNIT,		// radius
+	16*FRACUNIT,		// height
+	100,		// mass
+	0,		// damage
+	sfx_None,		// activesound
+	MF_NOBLOCKMAP,		// flags
+	S_NULL		// raisestate
+    },
+
+    {		// MT_MISC86
+	81,		// doomednum
+	S_BRAINSTEM,		// spawnstate
+	1000,		// spawnhealth
+	S_NULL,		// seestate
+	sfx_None,		// seesound
+	8,		// reactiontime
+	sfx_None,		// attacksound
+	S_NULL,		// painstate
+	0,		// painchance
+	sfx_None,		// painsound
+	S_NULL,		// meleestate
+	S_NULL,		// missilestate
+	S_NULL,		// deathstate
+	S_NULL,		// xdeathstate
+	sfx_None,		// deathsound
+	0,		// speed
+	20*FRACUNIT,		// radius
+	16*FRACUNIT,		// height
+	100,		// mass
+	0,		// damage
+	sfx_None,		// activesound
+	MF_NOBLOCKMAP,		// flags
+	S_NULL		// raisestate
+    }
+};
+
--- /dev/null
+++ b/src/info.h
@@ -1,0 +1,1343 @@
+// Emacs style mode select   -*- C++ -*- 
+//-----------------------------------------------------------------------------
+//
+// $Id: info.h 4 2005-07-23 16:19:41Z fraggle $
+//
+// Copyright (C) 1993-1996 by id Software, Inc.
+//
+// This source is available for distribution and/or modification
+// only under the terms of the DOOM Source Code License as
+// published by id Software. All rights reserved.
+//
+// The source is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
+// for more details.
+//
+// DESCRIPTION:
+//	Thing frame/state LUT,
+//	generated by multigen utilitiy.
+//	This one is the original DOOM version, preserved.
+//
+//-----------------------------------------------------------------------------
+
+#ifndef __INFO__
+#define __INFO__
+
+// Needed for action function pointer handling.
+#include "d_think.h"
+
+typedef enum
+{
+    SPR_TROO,
+    SPR_SHTG,
+    SPR_PUNG,
+    SPR_PISG,
+    SPR_PISF,
+    SPR_SHTF,
+    SPR_SHT2,
+    SPR_CHGG,
+    SPR_CHGF,
+    SPR_MISG,
+    SPR_MISF,
+    SPR_SAWG,
+    SPR_PLSG,
+    SPR_PLSF,
+    SPR_BFGG,
+    SPR_BFGF,
+    SPR_BLUD,
+    SPR_PUFF,
+    SPR_BAL1,
+    SPR_BAL2,
+    SPR_PLSS,
+    SPR_PLSE,
+    SPR_MISL,
+    SPR_BFS1,
+    SPR_BFE1,
+    SPR_BFE2,
+    SPR_TFOG,
+    SPR_IFOG,
+    SPR_PLAY,
+    SPR_POSS,
+    SPR_SPOS,
+    SPR_VILE,
+    SPR_FIRE,
+    SPR_FATB,
+    SPR_FBXP,
+    SPR_SKEL,
+    SPR_MANF,
+    SPR_FATT,
+    SPR_CPOS,
+    SPR_SARG,
+    SPR_HEAD,
+    SPR_BAL7,
+    SPR_BOSS,
+    SPR_BOS2,
+    SPR_SKUL,
+    SPR_SPID,
+    SPR_BSPI,
+    SPR_APLS,
+    SPR_APBX,
+    SPR_CYBR,
+    SPR_PAIN,
+    SPR_SSWV,
+    SPR_KEEN,
+    SPR_BBRN,
+    SPR_BOSF,
+    SPR_ARM1,
+    SPR_ARM2,
+    SPR_BAR1,
+    SPR_BEXP,
+    SPR_FCAN,
+    SPR_BON1,
+    SPR_BON2,
+    SPR_BKEY,
+    SPR_RKEY,
+    SPR_YKEY,
+    SPR_BSKU,
+    SPR_RSKU,
+    SPR_YSKU,
+    SPR_STIM,
+    SPR_MEDI,
+    SPR_SOUL,
+    SPR_PINV,
+    SPR_PSTR,
+    SPR_PINS,
+    SPR_MEGA,
+    SPR_SUIT,
+    SPR_PMAP,
+    SPR_PVIS,
+    SPR_CLIP,
+    SPR_AMMO,
+    SPR_ROCK,
+    SPR_BROK,
+    SPR_CELL,
+    SPR_CELP,
+    SPR_SHEL,
+    SPR_SBOX,
+    SPR_BPAK,
+    SPR_BFUG,
+    SPR_MGUN,
+    SPR_CSAW,
+    SPR_LAUN,
+    SPR_PLAS,
+    SPR_SHOT,
+    SPR_SGN2,
+    SPR_COLU,
+    SPR_SMT2,
+    SPR_GOR1,
+    SPR_POL2,
+    SPR_POL5,
+    SPR_POL4,
+    SPR_POL3,
+    SPR_POL1,
+    SPR_POL6,
+    SPR_GOR2,
+    SPR_GOR3,
+    SPR_GOR4,
+    SPR_GOR5,
+    SPR_SMIT,
+    SPR_COL1,
+    SPR_COL2,
+    SPR_COL3,
+    SPR_COL4,
+    SPR_CAND,
+    SPR_CBRA,
+    SPR_COL6,
+    SPR_TRE1,
+    SPR_TRE2,
+    SPR_ELEC,
+    SPR_CEYE,
+    SPR_FSKU,
+    SPR_COL5,
+    SPR_TBLU,
+    SPR_TGRN,
+    SPR_TRED,
+    SPR_SMBT,
+    SPR_SMGT,
+    SPR_SMRT,
+    SPR_HDB1,
+    SPR_HDB2,
+    SPR_HDB3,
+    SPR_HDB4,
+    SPR_HDB5,
+    SPR_HDB6,
+    SPR_POB1,
+    SPR_POB2,
+    SPR_BRS1,
+    SPR_TLMP,
+    SPR_TLP2,
+    NUMSPRITES
+
+} spritenum_t;
+
+typedef enum
+{
+    S_NULL,
+    S_LIGHTDONE,
+    S_PUNCH,
+    S_PUNCHDOWN,
+    S_PUNCHUP,
+    S_PUNCH1,
+    S_PUNCH2,
+    S_PUNCH3,
+    S_PUNCH4,
+    S_PUNCH5,
+    S_PISTOL,
+    S_PISTOLDOWN,
+    S_PISTOLUP,
+    S_PISTOL1,
+    S_PISTOL2,
+    S_PISTOL3,
+    S_PISTOL4,
+    S_PISTOLFLASH,
+    S_SGUN,
+    S_SGUNDOWN,
+    S_SGUNUP,
+    S_SGUN1,
+    S_SGUN2,
+    S_SGUN3,
+    S_SGUN4,
+    S_SGUN5,
+    S_SGUN6,
+    S_SGUN7,
+    S_SGUN8,
+    S_SGUN9,
+    S_SGUNFLASH1,
+    S_SGUNFLASH2,
+    S_DSGUN,
+    S_DSGUNDOWN,
+    S_DSGUNUP,
+    S_DSGUN1,
+    S_DSGUN2,
+    S_DSGUN3,
+    S_DSGUN4,
+    S_DSGUN5,
+    S_DSGUN6,
+    S_DSGUN7,
+    S_DSGUN8,
+    S_DSGUN9,
+    S_DSGUN10,
+    S_DSNR1,
+    S_DSNR2,
+    S_DSGUNFLASH1,
+    S_DSGUNFLASH2,
+    S_CHAIN,
+    S_CHAINDOWN,
+    S_CHAINUP,
+    S_CHAIN1,
+    S_CHAIN2,
+    S_CHAIN3,
+    S_CHAINFLASH1,
+    S_CHAINFLASH2,
+    S_MISSILE,
+    S_MISSILEDOWN,
+    S_MISSILEUP,
+    S_MISSILE1,
+    S_MISSILE2,
+    S_MISSILE3,
+    S_MISSILEFLASH1,
+    S_MISSILEFLASH2,
+    S_MISSILEFLASH3,
+    S_MISSILEFLASH4,
+    S_SAW,
+    S_SAWB,
+    S_SAWDOWN,
+    S_SAWUP,
+    S_SAW1,
+    S_SAW2,
+    S_SAW3,
+    S_PLASMA,
+    S_PLASMADOWN,
+    S_PLASMAUP,
+    S_PLASMA1,
+    S_PLASMA2,
+    S_PLASMAFLASH1,
+    S_PLASMAFLASH2,
+    S_BFG,
+    S_BFGDOWN,
+    S_BFGUP,
+    S_BFG1,
+    S_BFG2,
+    S_BFG3,
+    S_BFG4,
+    S_BFGFLASH1,
+    S_BFGFLASH2,
+    S_BLOOD1,
+    S_BLOOD2,
+    S_BLOOD3,
+    S_PUFF1,
+    S_PUFF2,
+    S_PUFF3,
+    S_PUFF4,
+    S_TBALL1,
+    S_TBALL2,
+    S_TBALLX1,
+    S_TBALLX2,
+    S_TBALLX3,
+    S_RBALL1,
+    S_RBALL2,
+    S_RBALLX1,
+    S_RBALLX2,
+    S_RBALLX3,
+    S_PLASBALL,
+    S_PLASBALL2,
+    S_PLASEXP,
+    S_PLASEXP2,
+    S_PLASEXP3,
+    S_PLASEXP4,
+    S_PLASEXP5,
+    S_ROCKET,
+    S_BFGSHOT,
+    S_BFGSHOT2,
+    S_BFGLAND,
+    S_BFGLAND2,
+    S_BFGLAND3,
+    S_BFGLAND4,
+    S_BFGLAND5,
+    S_BFGLAND6,
+    S_BFGEXP,
+    S_BFGEXP2,
+    S_BFGEXP3,
+    S_BFGEXP4,
+    S_EXPLODE1,
+    S_EXPLODE2,
+    S_EXPLODE3,
+    S_TFOG,
+    S_TFOG01,
+    S_TFOG02,
+    S_TFOG2,
+    S_TFOG3,
+    S_TFOG4,
+    S_TFOG5,
+    S_TFOG6,
+    S_TFOG7,
+    S_TFOG8,
+    S_TFOG9,
+    S_TFOG10,
+    S_IFOG,
+    S_IFOG01,
+    S_IFOG02,
+    S_IFOG2,
+    S_IFOG3,
+    S_IFOG4,
+    S_IFOG5,
+    S_PLAY,
+    S_PLAY_RUN1,
+    S_PLAY_RUN2,
+    S_PLAY_RUN3,
+    S_PLAY_RUN4,
+    S_PLAY_ATK1,
+    S_PLAY_ATK2,
+    S_PLAY_PAIN,
+    S_PLAY_PAIN2,
+    S_PLAY_DIE1,
+    S_PLAY_DIE2,
+    S_PLAY_DIE3,
+    S_PLAY_DIE4,
+    S_PLAY_DIE5,
+    S_PLAY_DIE6,
+    S_PLAY_DIE7,
+    S_PLAY_XDIE1,
+    S_PLAY_XDIE2,
+    S_PLAY_XDIE3,
+    S_PLAY_XDIE4,
+    S_PLAY_XDIE5,
+    S_PLAY_XDIE6,
+    S_PLAY_XDIE7,
+    S_PLAY_XDIE8,
+    S_PLAY_XDIE9,
+    S_POSS_STND,
+    S_POSS_STND2,
+    S_POSS_RUN1,
+    S_POSS_RUN2,
+    S_POSS_RUN3,
+    S_POSS_RUN4,
+    S_POSS_RUN5,
+    S_POSS_RUN6,
+    S_POSS_RUN7,
+    S_POSS_RUN8,
+    S_POSS_ATK1,
+    S_POSS_ATK2,
+    S_POSS_ATK3,
+    S_POSS_PAIN,
+    S_POSS_PAIN2,
+    S_POSS_DIE1,
+    S_POSS_DIE2,
+    S_POSS_DIE3,
+    S_POSS_DIE4,
+    S_POSS_DIE5,
+    S_POSS_XDIE1,
+    S_POSS_XDIE2,
+    S_POSS_XDIE3,
+    S_POSS_XDIE4,
+    S_POSS_XDIE5,
+    S_POSS_XDIE6,
+    S_POSS_XDIE7,
+    S_POSS_XDIE8,
+    S_POSS_XDIE9,
+    S_POSS_RAISE1,
+    S_POSS_RAISE2,
+    S_POSS_RAISE3,
+    S_POSS_RAISE4,
+    S_SPOS_STND,
+    S_SPOS_STND2,
+    S_SPOS_RUN1,
+    S_SPOS_RUN2,
+    S_SPOS_RUN3,
+    S_SPOS_RUN4,
+    S_SPOS_RUN5,
+    S_SPOS_RUN6,
+    S_SPOS_RUN7,
+    S_SPOS_RUN8,
+    S_SPOS_ATK1,
+    S_SPOS_ATK2,
+    S_SPOS_ATK3,
+    S_SPOS_PAIN,
+    S_SPOS_PAIN2,
+    S_SPOS_DIE1,
+    S_SPOS_DIE2,
+    S_SPOS_DIE3,
+    S_SPOS_DIE4,
+    S_SPOS_DIE5,
+    S_SPOS_XDIE1,
+    S_SPOS_XDIE2,
+    S_SPOS_XDIE3,
+    S_SPOS_XDIE4,
+    S_SPOS_XDIE5,
+    S_SPOS_XDIE6,
+    S_SPOS_XDIE7,
+    S_SPOS_XDIE8,
+    S_SPOS_XDIE9,
+    S_SPOS_RAISE1,
+    S_SPOS_RAISE2,
+    S_SPOS_RAISE3,
+    S_SPOS_RAISE4,
+    S_SPOS_RAISE5,
+    S_VILE_STND,
+    S_VILE_STND2,
+    S_VILE_RUN1,
+    S_VILE_RUN2,
+    S_VILE_RUN3,
+    S_VILE_RUN4,
+    S_VILE_RUN5,
+    S_VILE_RUN6,
+    S_VILE_RUN7,
+    S_VILE_RUN8,
+    S_VILE_RUN9,
+    S_VILE_RUN10,
+    S_VILE_RUN11,
+    S_VILE_RUN12,
+    S_VILE_ATK1,
+    S_VILE_ATK2,
+    S_VILE_ATK3,
+    S_VILE_ATK4,
+    S_VILE_ATK5,
+    S_VILE_ATK6,
+    S_VILE_ATK7,
+    S_VILE_ATK8,
+    S_VILE_ATK9,
+    S_VILE_ATK10,
+    S_VILE_ATK11,
+    S_VILE_HEAL1,
+    S_VILE_HEAL2,
+    S_VILE_HEAL3,
+    S_VILE_PAIN,
+    S_VILE_PAIN2,
+    S_VILE_DIE1,
+    S_VILE_DIE2,
+    S_VILE_DIE3,
+    S_VILE_DIE4,
+    S_VILE_DIE5,
+    S_VILE_DIE6,
+    S_VILE_DIE7,
+    S_VILE_DIE8,
+    S_VILE_DIE9,
+    S_VILE_DIE10,
+    S_FIRE1,
+    S_FIRE2,
+    S_FIRE3,
+    S_FIRE4,
+    S_FIRE5,
+    S_FIRE6,
+    S_FIRE7,
+    S_FIRE8,
+    S_FIRE9,
+    S_FIRE10,
+    S_FIRE11,
+    S_FIRE12,
+    S_FIRE13,
+    S_FIRE14,
+    S_FIRE15,
+    S_FIRE16,
+    S_FIRE17,
+    S_FIRE18,
+    S_FIRE19,
+    S_FIRE20,
+    S_FIRE21,
+    S_FIRE22,
+    S_FIRE23,
+    S_FIRE24,
+    S_FIRE25,
+    S_FIRE26,
+    S_FIRE27,
+    S_FIRE28,
+    S_FIRE29,
+    S_FIRE30,
+    S_SMOKE1,
+    S_SMOKE2,
+    S_SMOKE3,
+    S_SMOKE4,
+    S_SMOKE5,
+    S_TRACER,
+    S_TRACER2,
+    S_TRACEEXP1,
+    S_TRACEEXP2,
+    S_TRACEEXP3,
+    S_SKEL_STND,
+    S_SKEL_STND2,
+    S_SKEL_RUN1,
+    S_SKEL_RUN2,
+    S_SKEL_RUN3,
+    S_SKEL_RUN4,
+    S_SKEL_RUN5,
+    S_SKEL_RUN6,
+    S_SKEL_RUN7,
+    S_SKEL_RUN8,
+    S_SKEL_RUN9,
+    S_SKEL_RUN10,
+    S_SKEL_RUN11,
+    S_SKEL_RUN12,
+    S_SKEL_FIST1,
+    S_SKEL_FIST2,
+    S_SKEL_FIST3,
+    S_SKEL_FIST4,
+    S_SKEL_MISS1,
+    S_SKEL_MISS2,
+    S_SKEL_MISS3,
+    S_SKEL_MISS4,
+    S_SKEL_PAIN,
+    S_SKEL_PAIN2,
+    S_SKEL_DIE1,
+    S_SKEL_DIE2,
+    S_SKEL_DIE3,
+    S_SKEL_DIE4,
+    S_SKEL_DIE5,
+    S_SKEL_DIE6,
+    S_SKEL_RAISE1,
+    S_SKEL_RAISE2,
+    S_SKEL_RAISE3,
+    S_SKEL_RAISE4,
+    S_SKEL_RAISE5,
+    S_SKEL_RAISE6,
+    S_FATSHOT1,
+    S_FATSHOT2,
+    S_FATSHOTX1,
+    S_FATSHOTX2,
+    S_FATSHOTX3,
+    S_FATT_STND,
+    S_FATT_STND2,
+    S_FATT_RUN1,
+    S_FATT_RUN2,
+    S_FATT_RUN3,
+    S_FATT_RUN4,
+    S_FATT_RUN5,
+    S_FATT_RUN6,
+    S_FATT_RUN7,
+    S_FATT_RUN8,
+    S_FATT_RUN9,
+    S_FATT_RUN10,
+    S_FATT_RUN11,
+    S_FATT_RUN12,
+    S_FATT_ATK1,
+    S_FATT_ATK2,
+    S_FATT_ATK3,
+    S_FATT_ATK4,
+    S_FATT_ATK5,
+    S_FATT_ATK6,
+    S_FATT_ATK7,
+    S_FATT_ATK8,
+    S_FATT_ATK9,
+    S_FATT_ATK10,
+    S_FATT_PAIN,
+    S_FATT_PAIN2,
+    S_FATT_DIE1,
+    S_FATT_DIE2,
+    S_FATT_DIE3,
+    S_FATT_DIE4,
+    S_FATT_DIE5,
+    S_FATT_DIE6,
+    S_FATT_DIE7,
+    S_FATT_DIE8,
+    S_FATT_DIE9,
+    S_FATT_DIE10,
+    S_FATT_RAISE1,
+    S_FATT_RAISE2,
+    S_FATT_RAISE3,
+    S_FATT_RAISE4,
+    S_FATT_RAISE5,
+    S_FATT_RAISE6,
+    S_FATT_RAISE7,
+    S_FATT_RAISE8,
+    S_CPOS_STND,
+    S_CPOS_STND2,
+    S_CPOS_RUN1,
+    S_CPOS_RUN2,
+    S_CPOS_RUN3,
+    S_CPOS_RUN4,
+    S_CPOS_RUN5,
+    S_CPOS_RUN6,
+    S_CPOS_RUN7,
+    S_CPOS_RUN8,
+    S_CPOS_ATK1,
+    S_CPOS_ATK2,
+    S_CPOS_ATK3,
+    S_CPOS_ATK4,
+    S_CPOS_PAIN,
+    S_CPOS_PAIN2,
+    S_CPOS_DIE1,
+    S_CPOS_DIE2,
+    S_CPOS_DIE3,
+    S_CPOS_DIE4,
+    S_CPOS_DIE5,
+    S_CPOS_DIE6,
+    S_CPOS_DIE7,
+    S_CPOS_XDIE1,
+    S_CPOS_XDIE2,
+    S_CPOS_XDIE3,
+    S_CPOS_XDIE4,
+    S_CPOS_XDIE5,
+    S_CPOS_XDIE6,
+    S_CPOS_RAISE1,
+    S_CPOS_RAISE2,
+    S_CPOS_RAISE3,
+    S_CPOS_RAISE4,
+    S_CPOS_RAISE5,
+    S_CPOS_RAISE6,
+    S_CPOS_RAISE7,
+    S_TROO_STND,
+    S_TROO_STND2,
+    S_TROO_RUN1,
+    S_TROO_RUN2,
+    S_TROO_RUN3,
+    S_TROO_RUN4,
+    S_TROO_RUN5,
+    S_TROO_RUN6,
+    S_TROO_RUN7,
+    S_TROO_RUN8,
+    S_TROO_ATK1,
+    S_TROO_ATK2,
+    S_TROO_ATK3,
+    S_TROO_PAIN,
+    S_TROO_PAIN2,
+    S_TROO_DIE1,
+    S_TROO_DIE2,
+    S_TROO_DIE3,
+    S_TROO_DIE4,
+    S_TROO_DIE5,
+    S_TROO_XDIE1,
+    S_TROO_XDIE2,
+    S_TROO_XDIE3,
+    S_TROO_XDIE4,
+    S_TROO_XDIE5,
+    S_TROO_XDIE6,
+    S_TROO_XDIE7,
+    S_TROO_XDIE8,
+    S_TROO_RAISE1,
+    S_TROO_RAISE2,
+    S_TROO_RAISE3,
+    S_TROO_RAISE4,
+    S_TROO_RAISE5,
+    S_SARG_STND,
+    S_SARG_STND2,
+    S_SARG_RUN1,
+    S_SARG_RUN2,
+    S_SARG_RUN3,
+    S_SARG_RUN4,
+    S_SARG_RUN5,
+    S_SARG_RUN6,
+    S_SARG_RUN7,
+    S_SARG_RUN8,
+    S_SARG_ATK1,
+    S_SARG_ATK2,
+    S_SARG_ATK3,
+    S_SARG_PAIN,
+    S_SARG_PAIN2,
+    S_SARG_DIE1,
+    S_SARG_DIE2,
+    S_SARG_DIE3,
+    S_SARG_DIE4,
+    S_SARG_DIE5,
+    S_SARG_DIE6,
+    S_SARG_RAISE1,
+    S_SARG_RAISE2,
+    S_SARG_RAISE3,
+    S_SARG_RAISE4,
+    S_SARG_RAISE5,
+    S_SARG_RAISE6,
+    S_HEAD_STND,
+    S_HEAD_RUN1,
+    S_HEAD_ATK1,
+    S_HEAD_ATK2,
+    S_HEAD_ATK3,
+    S_HEAD_PAIN,
+    S_HEAD_PAIN2,
+    S_HEAD_PAIN3,
+    S_HEAD_DIE1,
+    S_HEAD_DIE2,
+    S_HEAD_DIE3,
+    S_HEAD_DIE4,
+    S_HEAD_DIE5,
+    S_HEAD_DIE6,
+    S_HEAD_RAISE1,
+    S_HEAD_RAISE2,
+    S_HEAD_RAISE3,
+    S_HEAD_RAISE4,
+    S_HEAD_RAISE5,
+    S_HEAD_RAISE6,
+    S_BRBALL1,
+    S_BRBALL2,
+    S_BRBALLX1,
+    S_BRBALLX2,
+    S_BRBALLX3,
+    S_BOSS_STND,
+    S_BOSS_STND2,
+    S_BOSS_RUN1,
+    S_BOSS_RUN2,
+    S_BOSS_RUN3,
+    S_BOSS_RUN4,
+    S_BOSS_RUN5,
+    S_BOSS_RUN6,
+    S_BOSS_RUN7,
+    S_BOSS_RUN8,
+    S_BOSS_ATK1,
+    S_BOSS_ATK2,
+    S_BOSS_ATK3,
+    S_BOSS_PAIN,
+    S_BOSS_PAIN2,
+    S_BOSS_DIE1,
+    S_BOSS_DIE2,
+    S_BOSS_DIE3,
+    S_BOSS_DIE4,
+    S_BOSS_DIE5,
+    S_BOSS_DIE6,
+    S_BOSS_DIE7,
+    S_BOSS_RAISE1,
+    S_BOSS_RAISE2,
+    S_BOSS_RAISE3,
+    S_BOSS_RAISE4,
+    S_BOSS_RAISE5,
+    S_BOSS_RAISE6,
+    S_BOSS_RAISE7,
+    S_BOS2_STND,
+    S_BOS2_STND2,
+    S_BOS2_RUN1,
+    S_BOS2_RUN2,
+    S_BOS2_RUN3,
+    S_BOS2_RUN4,
+    S_BOS2_RUN5,
+    S_BOS2_RUN6,
+    S_BOS2_RUN7,
+    S_BOS2_RUN8,
+    S_BOS2_ATK1,
+    S_BOS2_ATK2,
+    S_BOS2_ATK3,
+    S_BOS2_PAIN,
+    S_BOS2_PAIN2,
+    S_BOS2_DIE1,
+    S_BOS2_DIE2,
+    S_BOS2_DIE3,
+    S_BOS2_DIE4,
+    S_BOS2_DIE5,
+    S_BOS2_DIE6,
+    S_BOS2_DIE7,
+    S_BOS2_RAISE1,
+    S_BOS2_RAISE2,
+    S_BOS2_RAISE3,
+    S_BOS2_RAISE4,
+    S_BOS2_RAISE5,
+    S_BOS2_RAISE6,
+    S_BOS2_RAISE7,
+    S_SKULL_STND,
+    S_SKULL_STND2,
+    S_SKULL_RUN1,
+    S_SKULL_RUN2,
+    S_SKULL_ATK1,
+    S_SKULL_ATK2,
+    S_SKULL_ATK3,
+    S_SKULL_ATK4,
+    S_SKULL_PAIN,
+    S_SKULL_PAIN2,
+    S_SKULL_DIE1,
+    S_SKULL_DIE2,
+    S_SKULL_DIE3,
+    S_SKULL_DIE4,
+    S_SKULL_DIE5,
+    S_SKULL_DIE6,
+    S_SPID_STND,
+    S_SPID_STND2,
+    S_SPID_RUN1,
+    S_SPID_RUN2,
+    S_SPID_RUN3,
+    S_SPID_RUN4,
+    S_SPID_RUN5,
+    S_SPID_RUN6,
+    S_SPID_RUN7,
+    S_SPID_RUN8,
+    S_SPID_RUN9,
+    S_SPID_RUN10,
+    S_SPID_RUN11,
+    S_SPID_RUN12,
+    S_SPID_ATK1,
+    S_SPID_ATK2,
+    S_SPID_ATK3,
+    S_SPID_ATK4,
+    S_SPID_PAIN,
+    S_SPID_PAIN2,
+    S_SPID_DIE1,
+    S_SPID_DIE2,
+    S_SPID_DIE3,
+    S_SPID_DIE4,
+    S_SPID_DIE5,
+    S_SPID_DIE6,
+    S_SPID_DIE7,
+    S_SPID_DIE8,
+    S_SPID_DIE9,
+    S_SPID_DIE10,
+    S_SPID_DIE11,
+    S_BSPI_STND,
+    S_BSPI_STND2,
+    S_BSPI_SIGHT,
+    S_BSPI_RUN1,
+    S_BSPI_RUN2,
+    S_BSPI_RUN3,
+    S_BSPI_RUN4,
+    S_BSPI_RUN5,
+    S_BSPI_RUN6,
+    S_BSPI_RUN7,
+    S_BSPI_RUN8,
+    S_BSPI_RUN9,
+    S_BSPI_RUN10,
+    S_BSPI_RUN11,
+    S_BSPI_RUN12,
+    S_BSPI_ATK1,
+    S_BSPI_ATK2,
+    S_BSPI_ATK3,
+    S_BSPI_ATK4,
+    S_BSPI_PAIN,
+    S_BSPI_PAIN2,
+    S_BSPI_DIE1,
+    S_BSPI_DIE2,
+    S_BSPI_DIE3,
+    S_BSPI_DIE4,
+    S_BSPI_DIE5,
+    S_BSPI_DIE6,
+    S_BSPI_DIE7,
+    S_BSPI_RAISE1,
+    S_BSPI_RAISE2,
+    S_BSPI_RAISE3,
+    S_BSPI_RAISE4,
+    S_BSPI_RAISE5,
+    S_BSPI_RAISE6,
+    S_BSPI_RAISE7,
+    S_ARACH_PLAZ,
+    S_ARACH_PLAZ2,
+    S_ARACH_PLEX,
+    S_ARACH_PLEX2,
+    S_ARACH_PLEX3,
+    S_ARACH_PLEX4,
+    S_ARACH_PLEX5,
+    S_CYBER_STND,
+    S_CYBER_STND2,
+    S_CYBER_RUN1,
+    S_CYBER_RUN2,
+    S_CYBER_RUN3,
+    S_CYBER_RUN4,
+    S_CYBER_RUN5,
+    S_CYBER_RUN6,
+    S_CYBER_RUN7,
+    S_CYBER_RUN8,
+    S_CYBER_ATK1,
+    S_CYBER_ATK2,
+    S_CYBER_ATK3,
+    S_CYBER_ATK4,
+    S_CYBER_ATK5,
+    S_CYBER_ATK6,
+    S_CYBER_PAIN,
+    S_CYBER_DIE1,
+    S_CYBER_DIE2,
+    S_CYBER_DIE3,
+    S_CYBER_DIE4,
+    S_CYBER_DIE5,
+    S_CYBER_DIE6,
+    S_CYBER_DIE7,
+    S_CYBER_DIE8,
+    S_CYBER_DIE9,
+    S_CYBER_DIE10,
+    S_PAIN_STND,
+    S_PAIN_RUN1,
+    S_PAIN_RUN2,
+    S_PAIN_RUN3,
+    S_PAIN_RUN4,
+    S_PAIN_RUN5,
+    S_PAIN_RUN6,
+    S_PAIN_ATK1,
+    S_PAIN_ATK2,
+    S_PAIN_ATK3,
+    S_PAIN_ATK4,
+    S_PAIN_PAIN,
+    S_PAIN_PAIN2,
+    S_PAIN_DIE1,
+    S_PAIN_DIE2,
+    S_PAIN_DIE3,
+    S_PAIN_DIE4,
+    S_PAIN_DIE5,
+    S_PAIN_DIE6,
+    S_PAIN_RAISE1,
+    S_PAIN_RAISE2,
+    S_PAIN_RAISE3,
+    S_PAIN_RAISE4,
+    S_PAIN_RAISE5,
+    S_PAIN_RAISE6,
+    S_SSWV_STND,
+    S_SSWV_STND2,
+    S_SSWV_RUN1,
+    S_SSWV_RUN2,
+    S_SSWV_RUN3,
+    S_SSWV_RUN4,
+    S_SSWV_RUN5,
+    S_SSWV_RUN6,
+    S_SSWV_RUN7,
+    S_SSWV_RUN8,
+    S_SSWV_ATK1,
+    S_SSWV_ATK2,
+    S_SSWV_ATK3,
+    S_SSWV_ATK4,
+    S_SSWV_ATK5,
+    S_SSWV_ATK6,
+    S_SSWV_PAIN,
+    S_SSWV_PAIN2,
+    S_SSWV_DIE1,
+    S_SSWV_DIE2,
+    S_SSWV_DIE3,
+    S_SSWV_DIE4,
+    S_SSWV_DIE5,
+    S_SSWV_XDIE1,
+    S_SSWV_XDIE2,
+    S_SSWV_XDIE3,
+    S_SSWV_XDIE4,
+    S_SSWV_XDIE5,
+    S_SSWV_XDIE6,
+    S_SSWV_XDIE7,
+    S_SSWV_XDIE8,
+    S_SSWV_XDIE9,
+    S_SSWV_RAISE1,
+    S_SSWV_RAISE2,
+    S_SSWV_RAISE3,
+    S_SSWV_RAISE4,
+    S_SSWV_RAISE5,
+    S_KEENSTND,
+    S_COMMKEEN,
+    S_COMMKEEN2,
+    S_COMMKEEN3,
+    S_COMMKEEN4,
+    S_COMMKEEN5,
+    S_COMMKEEN6,
+    S_COMMKEEN7,
+    S_COMMKEEN8,
+    S_COMMKEEN9,
+    S_COMMKEEN10,
+    S_COMMKEEN11,
+    S_COMMKEEN12,
+    S_KEENPAIN,
+    S_KEENPAIN2,
+    S_BRAIN,
+    S_BRAIN_PAIN,
+    S_BRAIN_DIE1,
+    S_BRAIN_DIE2,
+    S_BRAIN_DIE3,
+    S_BRAIN_DIE4,
+    S_BRAINEYE,
+    S_BRAINEYESEE,
+    S_BRAINEYE1,
+    S_SPAWN1,
+    S_SPAWN2,
+    S_SPAWN3,
+    S_SPAWN4,
+    S_SPAWNFIRE1,
+    S_SPAWNFIRE2,
+    S_SPAWNFIRE3,
+    S_SPAWNFIRE4,
+    S_SPAWNFIRE5,
+    S_SPAWNFIRE6,
+    S_SPAWNFIRE7,
+    S_SPAWNFIRE8,
+    S_BRAINEXPLODE1,
+    S_BRAINEXPLODE2,
+    S_BRAINEXPLODE3,
+    S_ARM1,
+    S_ARM1A,
+    S_ARM2,
+    S_ARM2A,
+    S_BAR1,
+    S_BAR2,
+    S_BEXP,
+    S_BEXP2,
+    S_BEXP3,
+    S_BEXP4,
+    S_BEXP5,
+    S_BBAR1,
+    S_BBAR2,
+    S_BBAR3,
+    S_BON1,
+    S_BON1A,
+    S_BON1B,
+    S_BON1C,
+    S_BON1D,
+    S_BON1E,
+    S_BON2,
+    S_BON2A,
+    S_BON2B,
+    S_BON2C,
+    S_BON2D,
+    S_BON2E,
+    S_BKEY,
+    S_BKEY2,
+    S_RKEY,
+    S_RKEY2,
+    S_YKEY,
+    S_YKEY2,
+    S_BSKULL,
+    S_BSKULL2,
+    S_RSKULL,
+    S_RSKULL2,
+    S_YSKULL,
+    S_YSKULL2,
+    S_STIM,
+    S_MEDI,
+    S_SOUL,
+    S_SOUL2,
+    S_SOUL3,
+    S_SOUL4,
+    S_SOUL5,
+    S_SOUL6,
+    S_PINV,
+    S_PINV2,
+    S_PINV3,
+    S_PINV4,
+    S_PSTR,
+    S_PINS,
+    S_PINS2,
+    S_PINS3,
+    S_PINS4,
+    S_MEGA,
+    S_MEGA2,
+    S_MEGA3,
+    S_MEGA4,
+    S_SUIT,
+    S_PMAP,
+    S_PMAP2,
+    S_PMAP3,
+    S_PMAP4,
+    S_PMAP5,
+    S_PMAP6,
+    S_PVIS,
+    S_PVIS2,
+    S_CLIP,
+    S_AMMO,
+    S_ROCK,
+    S_BROK,
+    S_CELL,
+    S_CELP,
+    S_SHEL,
+    S_SBOX,
+    S_BPAK,
+    S_BFUG,
+    S_MGUN,
+    S_CSAW,
+    S_LAUN,
+    S_PLAS,
+    S_SHOT,
+    S_SHOT2,
+    S_COLU,
+    S_STALAG,
+    S_BLOODYTWITCH,
+    S_BLOODYTWITCH2,
+    S_BLOODYTWITCH3,
+    S_BLOODYTWITCH4,
+    S_DEADTORSO,
+    S_DEADBOTTOM,
+    S_HEADSONSTICK,
+    S_GIBS,
+    S_HEADONASTICK,
+    S_HEADCANDLES,
+    S_HEADCANDLES2,
+    S_DEADSTICK,
+    S_LIVESTICK,
+    S_LIVESTICK2,
+    S_MEAT2,
+    S_MEAT3,
+    S_MEAT4,
+    S_MEAT5,
+    S_STALAGTITE,
+    S_TALLGRNCOL,
+    S_SHRTGRNCOL,
+    S_TALLREDCOL,
+    S_SHRTREDCOL,
+    S_CANDLESTIK,
+    S_CANDELABRA,
+    S_SKULLCOL,
+    S_TORCHTREE,
+    S_BIGTREE,
+    S_TECHPILLAR,
+    S_EVILEYE,
+    S_EVILEYE2,
+    S_EVILEYE3,
+    S_EVILEYE4,
+    S_FLOATSKULL,
+    S_FLOATSKULL2,
+    S_FLOATSKULL3,
+    S_HEARTCOL,
+    S_HEARTCOL2,
+    S_BLUETORCH,
+    S_BLUETORCH2,
+    S_BLUETORCH3,
+    S_BLUETORCH4,
+    S_GREENTORCH,
+    S_GREENTORCH2,
+    S_GREENTORCH3,
+    S_GREENTORCH4,
+    S_REDTORCH,
+    S_REDTORCH2,
+    S_REDTORCH3,
+    S_REDTORCH4,
+    S_BTORCHSHRT,
+    S_BTORCHSHRT2,
+    S_BTORCHSHRT3,
+    S_BTORCHSHRT4,
+    S_GTORCHSHRT,
+    S_GTORCHSHRT2,
+    S_GTORCHSHRT3,
+    S_GTORCHSHRT4,
+    S_RTORCHSHRT,
+    S_RTORCHSHRT2,
+    S_RTORCHSHRT3,
+    S_RTORCHSHRT4,
+    S_HANGNOGUTS,
+    S_HANGBNOBRAIN,
+    S_HANGTLOOKDN,
+    S_HANGTSKULL,
+    S_HANGTLOOKUP,
+    S_HANGTNOBRAIN,
+    S_COLONGIBS,
+    S_SMALLPOOL,
+    S_BRAINSTEM,
+    S_TECHLAMP,
+    S_TECHLAMP2,
+    S_TECHLAMP3,
+    S_TECHLAMP4,
+    S_TECH2LAMP,
+    S_TECH2LAMP2,
+    S_TECH2LAMP3,
+    S_TECH2LAMP4,
+    NUMSTATES
+} statenum_t;
+
+
+typedef struct
+{
+  spritenum_t	sprite;
+  long			frame;
+  long			tics;
+  // void		(*action) ();
+  actionf_t			action;
+  statenum_t			nextstate;
+  long			misc1, misc2;
+} state_t;
+
+extern state_t	states[NUMSTATES];
+extern char *sprnames[NUMSPRITES];
+
+
+
+typedef enum {
+    MT_PLAYER,
+    MT_POSSESSED,
+    MT_SHOTGUY,
+    MT_VILE,
+    MT_FIRE,
+    MT_UNDEAD,
+    MT_TRACER,
+    MT_SMOKE,
+    MT_FATSO,
+    MT_FATSHOT,
+    MT_CHAINGUY,
+    MT_TROOP,
+    MT_SERGEANT,
+    MT_SHADOWS,
+    MT_HEAD,
+    MT_BRUISER,
+    MT_BRUISERSHOT,
+    MT_KNIGHT,
+    MT_SKULL,
+    MT_SPIDER,
+    MT_BABY,
+    MT_CYBORG,
+    MT_PAIN,
+    MT_WOLFSS,
+    MT_KEEN,
+    MT_BOSSBRAIN,
+    MT_BOSSSPIT,
+    MT_BOSSTARGET,
+    MT_SPAWNSHOT,
+    MT_SPAWNFIRE,
+    MT_BARREL,
+    MT_TROOPSHOT,
+    MT_HEADSHOT,
+    MT_ROCKET,
+    MT_PLASMA,
+    MT_BFG,
+    MT_ARACHPLAZ,
+    MT_PUFF,
+    MT_BLOOD,
+    MT_TFOG,
+    MT_IFOG,
+    MT_TELEPORTMAN,
+    MT_EXTRABFG,
+    MT_MISC0,
+    MT_MISC1,
+    MT_MISC2,
+    MT_MISC3,
+    MT_MISC4,
+    MT_MISC5,
+    MT_MISC6,
+    MT_MISC7,
+    MT_MISC8,
+    MT_MISC9,
+    MT_MISC10,
+    MT_MISC11,
+    MT_MISC12,
+    MT_INV,
+    MT_MISC13,
+    MT_INS,
+    MT_MISC14,
+    MT_MISC15,
+    MT_MISC16,
+    MT_MEGA,
+    MT_CLIP,
+    MT_MISC17,
+    MT_MISC18,
+    MT_MISC19,
+    MT_MISC20,
+    MT_MISC21,
+    MT_MISC22,
+    MT_MISC23,
+    MT_MISC24,
+    MT_MISC25,
+    MT_CHAINGUN,
+    MT_MISC26,
+    MT_MISC27,
+    MT_MISC28,
+    MT_SHOTGUN,
+    MT_SUPERSHOTGUN,
+    MT_MISC29,
+    MT_MISC30,
+    MT_MISC31,
+    MT_MISC32,
+    MT_MISC33,
+    MT_MISC34,
+    MT_MISC35,
+    MT_MISC36,
+    MT_MISC37,
+    MT_MISC38,
+    MT_MISC39,
+    MT_MISC40,
+    MT_MISC41,
+    MT_MISC42,
+    MT_MISC43,
+    MT_MISC44,
+    MT_MISC45,
+    MT_MISC46,
+    MT_MISC47,
+    MT_MISC48,
+    MT_MISC49,
+    MT_MISC50,
+    MT_MISC51,
+    MT_MISC52,
+    MT_MISC53,
+    MT_MISC54,
+    MT_MISC55,
+    MT_MISC56,
+    MT_MISC57,
+    MT_MISC58,
+    MT_MISC59,
+    MT_MISC60,
+    MT_MISC61,
+    MT_MISC62,
+    MT_MISC63,
+    MT_MISC64,
+    MT_MISC65,
+    MT_MISC66,
+    MT_MISC67,
+    MT_MISC68,
+    MT_MISC69,
+    MT_MISC70,
+    MT_MISC71,
+    MT_MISC72,
+    MT_MISC73,
+    MT_MISC74,
+    MT_MISC75,
+    MT_MISC76,
+    MT_MISC77,
+    MT_MISC78,
+    MT_MISC79,
+    MT_MISC80,
+    MT_MISC81,
+    MT_MISC82,
+    MT_MISC83,
+    MT_MISC84,
+    MT_MISC85,
+    MT_MISC86,
+    NUMMOBJTYPES
+
+} mobjtype_t;
+
+typedef struct
+{
+    int	doomednum;
+    int	spawnstate;
+    int	spawnhealth;
+    int	seestate;
+    int	seesound;
+    int	reactiontime;
+    int	attacksound;
+    int	painstate;
+    int	painchance;
+    int	painsound;
+    int	meleestate;
+    int	missilestate;
+    int	deathstate;
+    int	xdeathstate;
+    int	deathsound;
+    int	speed;
+    int	radius;
+    int	height;
+    int	mass;
+    int	damage;
+    int	activesound;
+    int	flags;
+    int	raisestate;
+
+} mobjinfo_t;
+
+extern mobjinfo_t mobjinfo[NUMMOBJTYPES];
+
+#endif
+//-----------------------------------------------------------------------------
+//
+// $Log$
+// Revision 1.1  2005/07/23 16:20:21  fraggle
+// Initial revision
+//
+//
+//-----------------------------------------------------------------------------
--- /dev/null
+++ b/src/m_argv.c
@@ -1,0 +1,59 @@
+// Emacs style mode select   -*- C++ -*- 
+//-----------------------------------------------------------------------------
+//
+// $Id: m_argv.c 4 2005-07-23 16:19:41Z fraggle $
+//
+// Copyright (C) 1993-1996 by id Software, Inc.
+//
+// This source is available for distribution and/or modification
+// only under the terms of the DOOM Source Code License as
+// published by id Software. All rights reserved.
+//
+// The source is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
+// for more details.
+//
+// $Log$
+// Revision 1.1  2005/07/23 16:20:49  fraggle
+// Initial revision
+//
+//
+// DESCRIPTION:
+//
+//-----------------------------------------------------------------------------
+
+static const char
+rcsid[] = "$Id: m_argv.c 4 2005-07-23 16:19:41Z fraggle $";
+
+
+#include <string.h>
+
+int		myargc;
+char**		myargv;
+
+
+
+
+//
+// M_CheckParm
+// Checks for the given parameter
+// in the program's command line arguments.
+// Returns the argument number (1 to argc-1)
+// or 0 if not present
+int M_CheckParm (char *check)
+{
+    int		i;
+
+    for (i = 1;i<myargc;i++)
+    {
+	if ( !strcasecmp(check, myargv[i]) )
+	    return i;
+    }
+
+    return 0;
+}
+
+
+
+
--- /dev/null
+++ b/src/m_argv.h
@@ -1,0 +1,45 @@
+// Emacs style mode select   -*- C++ -*- 
+//-----------------------------------------------------------------------------
+//
+// $Id: m_argv.h 4 2005-07-23 16:19:41Z fraggle $
+//
+// Copyright (C) 1993-1996 by id Software, Inc.
+//
+// This source is available for distribution and/or modification
+// only under the terms of the DOOM Source Code License as
+// published by id Software. All rights reserved.
+//
+// The source is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
+// for more details.
+//
+// DESCRIPTION:
+//  Nil.
+//    
+//-----------------------------------------------------------------------------
+
+
+#ifndef __M_ARGV__
+#define __M_ARGV__
+
+//
+// MISC
+//
+extern  int	myargc;
+extern  char**	myargv;
+
+// Returns the position of the given parameter
+// in the arg list (0 if not found).
+int M_CheckParm (char* check);
+
+
+#endif
+//-----------------------------------------------------------------------------
+//
+// $Log$
+// Revision 1.1  2005/07/23 16:20:49  fraggle
+// Initial revision
+//
+//
+//-----------------------------------------------------------------------------
--- /dev/null
+++ b/src/m_bbox.c
@@ -1,0 +1,67 @@
+// Emacs style mode select   -*- C++ -*- 
+//-----------------------------------------------------------------------------
+//
+// $Id: m_bbox.c 4 2005-07-23 16:19:41Z fraggle $
+//
+// Copyright (C) 1993-1996 by id Software, Inc.
+//
+// This source is available for distribution and/or modification
+// only under the terms of the DOOM Source Code License as
+// published by id Software. All rights reserved.
+//
+// The source is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
+// for more details.
+//
+// $Log$
+// Revision 1.1  2005/07/23 16:20:49  fraggle
+// Initial revision
+//
+//
+// DESCRIPTION:
+//	Main loop menu stuff.
+//	Random number LUT.
+//	Default Config File.
+//	PCX Screenshots.
+//
+//-----------------------------------------------------------------------------
+
+static const char
+rcsid[] = "$Id: m_bbox.c 4 2005-07-23 16:19:41Z fraggle $";
+
+
+#ifdef __GNUG__
+#pragma implementation "m_bbox.h"
+#endif
+#include "m_bbox.h"
+
+
+
+
+void M_ClearBox (fixed_t *box)
+{
+    box[BOXTOP] = box[BOXRIGHT] = MININT;
+    box[BOXBOTTOM] = box[BOXLEFT] = MAXINT;
+}
+
+void
+M_AddToBox
+( fixed_t*	box,
+  fixed_t	x,
+  fixed_t	y )
+{
+    if (x<box[BOXLEFT])
+	box[BOXLEFT] = x;
+    else if (x>box[BOXRIGHT])
+	box[BOXRIGHT] = x;
+    if (y<box[BOXBOTTOM])
+	box[BOXBOTTOM] = y;
+    else if (y>box[BOXTOP])
+	box[BOXTOP] = y;
+}
+
+
+
+
+
--- /dev/null
+++ b/src/m_bbox.h
@@ -1,0 +1,58 @@
+// Emacs style mode select   -*- C++ -*- 
+//-----------------------------------------------------------------------------
+//
+// $Id: m_bbox.h 4 2005-07-23 16:19:41Z fraggle $
+//
+// Copyright (C) 1993-1996 by id Software, Inc.
+//
+// This source is available for distribution and/or modification
+// only under the terms of the DOOM Source Code License as
+// published by id Software. All rights reserved.
+//
+// The source is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
+// for more details.
+//
+// DESCRIPTION:
+//    Nil.
+//    
+//-----------------------------------------------------------------------------
+
+
+#ifndef __M_BBOX__
+#define __M_BBOX__
+
+#include <values.h>
+
+#include "m_fixed.h"
+
+
+// Bounding box coordinate storage.
+enum
+{
+    BOXTOP,
+    BOXBOTTOM,
+    BOXLEFT,
+    BOXRIGHT
+};	// bbox coordinates
+
+// Bounding box functions.
+void M_ClearBox (fixed_t*	box);
+
+void
+M_AddToBox
+( fixed_t*	box,
+  fixed_t	x,
+  fixed_t	y );
+
+
+#endif
+//-----------------------------------------------------------------------------
+//
+// $Log$
+// Revision 1.1  2005/07/23 16:20:49  fraggle
+// Initial revision
+//
+//
+//-----------------------------------------------------------------------------
--- /dev/null
+++ b/src/m_cheat.c
@@ -1,0 +1,104 @@
+// Emacs style mode select   -*- C++ -*- 
+//-----------------------------------------------------------------------------
+//
+// $Id: m_cheat.c 4 2005-07-23 16:19:41Z fraggle $
+//
+// Copyright (C) 1993-1996 by id Software, Inc.
+//
+// This source is available for distribution and/or modification
+// only under the terms of the DOOM Source Code License as
+// published by id Software. All rights reserved.
+//
+// The source is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
+// for more details.
+//
+// $Log$
+// Revision 1.1  2005/07/23 16:20:31  fraggle
+// Initial revision
+//
+//
+// DESCRIPTION:
+//	Cheat sequence checking.
+//
+//-----------------------------------------------------------------------------
+
+
+static const char
+rcsid[] = "$Id: m_cheat.c 4 2005-07-23 16:19:41Z fraggle $";
+
+#include "m_cheat.h"
+
+//
+// CHEAT SEQUENCE PACKAGE
+//
+
+static int		firsttime = 1;
+static unsigned char	cheat_xlate_table[256];
+
+
+//
+// Called in st_stuff module, which handles the input.
+// Returns a 1 if the cheat was successful, 0 if failed.
+//
+int
+cht_CheckCheat
+( cheatseq_t*	cht,
+  char		key )
+{
+    int i;
+    int rc = 0;
+
+    if (firsttime)
+    {
+	firsttime = 0;
+	for (i=0;i<256;i++) cheat_xlate_table[i] = SCRAMBLE(i);
+    }
+
+    if (!cht->p)
+	cht->p = cht->sequence; // initialize if first time
+
+    if (*cht->p == 0)
+	*(cht->p++) = key;
+    else if
+	(cheat_xlate_table[(unsigned char)key] == *cht->p) cht->p++;
+    else
+	cht->p = cht->sequence;
+
+    if (*cht->p == 1)
+	cht->p++;
+    else if (*cht->p == 0xff) // end of sequence character
+    {
+	cht->p = cht->sequence;
+	rc = 1;
+    }
+
+    return rc;
+}
+
+void
+cht_GetParam
+( cheatseq_t*	cht,
+  char*		buffer )
+{
+
+    unsigned char *p, c;
+
+    p = cht->sequence;
+    while (*(p++) != 1);
+    
+    do
+    {
+	c = *p;
+	*(buffer++) = c;
+	*(p++) = 0;
+    }
+    while (c && *p!=0xff );
+
+    if (*p==0xff)
+	*buffer = 0;
+
+}
+
+
--- /dev/null
+++ b/src/m_cheat.h
@@ -1,0 +1,61 @@
+// Emacs style mode select   -*- C++ -*- 
+//-----------------------------------------------------------------------------
+//
+// $Id: m_cheat.h 4 2005-07-23 16:19:41Z fraggle $
+//
+// Copyright (C) 1993-1996 by id Software, Inc.
+//
+// This source is available for distribution and/or modification
+// only under the terms of the DOOM Source Code License as
+// published by id Software. All rights reserved.
+//
+// The source is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
+// for more details.
+//
+// DESCRIPTION:
+//	Cheat code checking.
+//
+//-----------------------------------------------------------------------------
+
+
+#ifndef __M_CHEAT__
+#define __M_CHEAT__
+
+//
+// CHEAT SEQUENCE PACKAGE
+//
+
+#define SCRAMBLE(a) \
+((((a)&1)<<7) + (((a)&2)<<5) + ((a)&4) + (((a)&8)<<1) \
+ + (((a)&16)>>1) + ((a)&32) + (((a)&64)>>5) + (((a)&128)>>7))
+
+typedef struct
+{
+    unsigned char*	sequence;
+    unsigned char*	p;
+    
+} cheatseq_t;
+
+int
+cht_CheckCheat
+( cheatseq_t*		cht,
+  char			key );
+
+
+void
+cht_GetParam
+( cheatseq_t*		cht,
+  char*			buffer );
+
+
+#endif
+//-----------------------------------------------------------------------------
+//
+// $Log$
+// Revision 1.1  2005/07/23 16:20:31  fraggle
+// Initial revision
+//
+//
+//-----------------------------------------------------------------------------
--- /dev/null
+++ b/src/m_fixed.c
@@ -1,0 +1,90 @@
+// Emacs style mode select   -*- C++ -*- 
+//-----------------------------------------------------------------------------
+//
+// $Id: m_fixed.c 4 2005-07-23 16:19:41Z fraggle $
+//
+// Copyright (C) 1993-1996 by id Software, Inc.
+//
+// This source is available for distribution and/or modification
+// only under the terms of the DOOM Source Code License as
+// published by id Software. All rights reserved.
+//
+// The source is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
+// for more details.
+//
+// $Log$
+// Revision 1.1  2005/07/23 16:19:54  fraggle
+// Initial revision
+//
+//
+// DESCRIPTION:
+//	Fixed point implementation.
+//
+//-----------------------------------------------------------------------------
+
+
+static const char
+rcsid[] = "$Id: m_fixed.c 4 2005-07-23 16:19:41Z fraggle $";
+
+#include "stdlib.h"
+
+#include "doomtype.h"
+#include "i_system.h"
+
+#ifdef __GNUG__
+#pragma implementation "m_fixed.h"
+#endif
+#include "m_fixed.h"
+
+
+
+
+// Fixme. __USE_C_FIXED__ or something.
+
+fixed_t
+FixedMul
+( fixed_t	a,
+  fixed_t	b )
+{
+    return ((long long) a * (long long) b) >> FRACBITS;
+}
+
+
+
+//
+// FixedDiv, C version.
+//
+
+fixed_t
+FixedDiv
+( fixed_t	a,
+  fixed_t	b )
+{
+    if ( (abs(a)>>14) >= abs(b))
+	return (a^b)<0 ? MININT : MAXINT;
+    return FixedDiv2 (a,b);
+}
+
+
+
+fixed_t
+FixedDiv2
+( fixed_t	a,
+  fixed_t	b )
+{
+#if 0
+    long long c;
+    c = ((long long)a<<16) / ((long long)b);
+    return (fixed_t) c;
+#endif
+
+    double c;
+
+    c = ((double)a) / ((double)b) * FRACUNIT;
+
+    if (c >= 2147483648.0 || c < -2147483648.0)
+	I_Error("FixedDiv: divide by zero");
+    return (fixed_t) c;
+}
--- /dev/null
+++ b/src/m_fixed.h
@@ -1,0 +1,54 @@
+// Emacs style mode select   -*- C++ -*- 
+//-----------------------------------------------------------------------------
+//
+// $Id: m_fixed.h 4 2005-07-23 16:19:41Z fraggle $
+//
+// Copyright (C) 1993-1996 by id Software, Inc.
+//
+// This source is available for distribution and/or modification
+// only under the terms of the DOOM Source Code License as
+// published by id Software. All rights reserved.
+//
+// The source is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
+// for more details.
+//
+// DESCRIPTION:
+//	Fixed point arithemtics, implementation.
+//
+//-----------------------------------------------------------------------------
+
+
+#ifndef __M_FIXED__
+#define __M_FIXED__
+
+
+#ifdef __GNUG__
+#pragma interface
+#endif
+
+
+//
+// Fixed point, 32bit as 16.16.
+//
+#define FRACBITS		16
+#define FRACUNIT		(1<<FRACBITS)
+
+typedef int fixed_t;
+
+fixed_t FixedMul	(fixed_t a, fixed_t b);
+fixed_t FixedDiv	(fixed_t a, fixed_t b);
+fixed_t FixedDiv2	(fixed_t a, fixed_t b);
+
+
+
+#endif
+//-----------------------------------------------------------------------------
+//
+// $Log$
+// Revision 1.1  2005/07/23 16:19:54  fraggle
+// Initial revision
+//
+//
+//-----------------------------------------------------------------------------
--- /dev/null
+++ b/src/m_menu.c
@@ -1,0 +1,1896 @@
+// Emacs style mode select   -*- C++ -*- 
+//-----------------------------------------------------------------------------
+//
+// $Id: m_menu.c 4 2005-07-23 16:19:41Z fraggle $
+//
+// Copyright (C) 1993-1996 by id Software, Inc.
+//
+// This source is available for distribution and/or modification
+// only under the terms of the DOOM Source Code License as
+// published by id Software. All rights reserved.
+//
+// The source is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
+// for more details.
+//
+// $Log$
+// Revision 1.1  2005/07/23 16:19:52  fraggle
+// Initial revision
+//
+//
+// DESCRIPTION:
+//	DOOM selection menu, options, episode etc.
+//	Sliders and icons. Kinda widget stuff.
+//
+//-----------------------------------------------------------------------------
+
+static const char
+rcsid[] = "$Id: m_menu.c 4 2005-07-23 16:19:41Z fraggle $";
+
+#include <unistd.h>
+#include <sys/types.h>
+#include <sys/stat.h>
+#include <fcntl.h>
+#include <stdlib.h>
+#include <ctype.h>
+
+
+#include "doomdef.h"
+#include "dstrings.h"
+
+#include "d_main.h"
+
+#include "i_system.h"
+#include "i_video.h"
+#include "z_zone.h"
+#include "v_video.h"
+#include "w_wad.h"
+
+#include "r_local.h"
+
+
+#include "hu_stuff.h"
+
+#include "g_game.h"
+
+#include "m_argv.h"
+#include "m_swap.h"
+
+#include "s_sound.h"
+
+#include "doomstat.h"
+
+// Data.
+#include "sounds.h"
+
+#include "m_menu.h"
+
+
+
+extern patch_t*		hu_font[HU_FONTSIZE];
+extern boolean		message_dontfuckwithme;
+
+extern boolean		chat_on;		// in heads-up code
+
+//
+// defaulted values
+//
+int			mouseSensitivity;       // has default
+
+// Show messages has default, 0 = off, 1 = on
+int			showMessages;
+	
+
+// Blocky mode, has default, 0 = high, 1 = normal
+int			detailLevel;		
+int			screenblocks;		// has default
+
+// temp for screenblocks (0-9)
+int			screenSize;		
+
+// -1 = no quicksave slot picked!
+int			quickSaveSlot;          
+
+ // 1 = message to be printed
+int			messageToPrint;
+// ...and here is the message string!
+char*			messageString;		
+
+// message x & y
+int			messx;			
+int			messy;
+int			messageLastMenuActive;
+
+// timed message = no input from user
+boolean			messageNeedsInput;     
+
+void    (*messageRoutine)(int response);
+
+#define SAVESTRINGSIZE 	24
+
+char gammamsg[5][26] =
+{
+    GAMMALVL0,
+    GAMMALVL1,
+    GAMMALVL2,
+    GAMMALVL3,
+    GAMMALVL4
+};
+
+// we are going to be entering a savegame string
+int			saveStringEnter;              
+int             	saveSlot;	// which slot to save in
+int			saveCharIndex;	// which char we're editing
+// old save description before edit
+char			saveOldString[SAVESTRINGSIZE];  
+
+boolean			inhelpscreens;
+boolean			menuactive;
+
+#define SKULLXOFF		-32
+#define LINEHEIGHT		16
+
+extern boolean		sendpause;
+char			savegamestrings[10][SAVESTRINGSIZE];
+
+char	endstring[160];
+
+
+//
+// MENU TYPEDEFS
+//
+typedef struct
+{
+    // 0 = no cursor here, 1 = ok, 2 = arrows ok
+    short	status;
+    
+    char	name[10];
+    
+    // choice = menu item #.
+    // if status = 2,
+    //   choice=0:leftarrow,1:rightarrow
+    void	(*routine)(int choice);
+    
+    // hotkey in menu
+    char	alphaKey;			
+} menuitem_t;
+
+
+
+typedef struct menu_s
+{
+    short		numitems;	// # of menu items
+    struct menu_s*	prevMenu;	// previous menu
+    menuitem_t*		menuitems;	// menu items
+    void		(*routine)();	// draw routine
+    short		x;
+    short		y;		// x,y of menu
+    short		lastOn;		// last item user was on in menu
+} menu_t;
+
+short		itemOn;			// menu item skull is on
+short		skullAnimCounter;	// skull animation counter
+short		whichSkull;		// which skull to draw
+
+// graphic name of skulls
+// warning: initializer-string for array of chars is too long
+char    skullName[2][/*8*/9] = {"M_SKULL1","M_SKULL2"};
+
+// current menudef
+menu_t*	currentMenu;                          
+
+//
+// PROTOTYPES
+//
+void M_NewGame(int choice);
+void M_Episode(int choice);
+void M_ChooseSkill(int choice);
+void M_LoadGame(int choice);
+void M_SaveGame(int choice);
+void M_Options(int choice);
+void M_EndGame(int choice);
+void M_ReadThis(int choice);
+void M_ReadThis2(int choice);
+void M_QuitDOOM(int choice);
+
+void M_ChangeMessages(int choice);
+void M_ChangeSensitivity(int choice);
+void M_SfxVol(int choice);
+void M_MusicVol(int choice);
+void M_ChangeDetail(int choice);
+void M_SizeDisplay(int choice);
+void M_StartGame(int choice);
+void M_Sound(int choice);
+
+void M_FinishReadThis(int choice);
+void M_LoadSelect(int choice);
+void M_SaveSelect(int choice);
+void M_ReadSaveStrings(void);
+void M_QuickSave(void);
+void M_QuickLoad(void);
+
+void M_DrawMainMenu(void);
+void M_DrawReadThis1(void);
+void M_DrawReadThis2(void);
+void M_DrawNewGame(void);
+void M_DrawEpisode(void);
+void M_DrawOptions(void);
+void M_DrawSound(void);
+void M_DrawLoad(void);
+void M_DrawSave(void);
+
+void M_DrawSaveLoadBorder(int x,int y);
+void M_SetupNextMenu(menu_t *menudef);
+void M_DrawThermo(int x,int y,int thermWidth,int thermDot);
+void M_DrawEmptyCell(menu_t *menu,int item);
+void M_DrawSelCell(menu_t *menu,int item);
+void M_WriteText(int x, int y, char *string);
+int  M_StringWidth(char *string);
+int  M_StringHeight(char *string);
+void M_StartControlPanel(void);
+void M_StartMessage(char *string,void *routine,boolean input);
+void M_StopMessage(void);
+void M_ClearMenus (void);
+
+
+
+
+//
+// DOOM MENU
+//
+enum
+{
+    newgame = 0,
+    options,
+    loadgame,
+    savegame,
+    readthis,
+    quitdoom,
+    main_end
+} main_e;
+
+menuitem_t MainMenu[]=
+{
+    {1,"M_NGAME",M_NewGame,'n'},
+    {1,"M_OPTION",M_Options,'o'},
+    {1,"M_LOADG",M_LoadGame,'l'},
+    {1,"M_SAVEG",M_SaveGame,'s'},
+    // Another hickup with Special edition.
+    {1,"M_RDTHIS",M_ReadThis,'r'},
+    {1,"M_QUITG",M_QuitDOOM,'q'}
+};
+
+menu_t  MainDef =
+{
+    main_end,
+    NULL,
+    MainMenu,
+    M_DrawMainMenu,
+    97,64,
+    0
+};
+
+
+//
+// EPISODE SELECT
+//
+enum
+{
+    ep1,
+    ep2,
+    ep3,
+    ep4,
+    ep_end
+} episodes_e;
+
+menuitem_t EpisodeMenu[]=
+{
+    {1,"M_EPI1", M_Episode,'k'},
+    {1,"M_EPI2", M_Episode,'t'},
+    {1,"M_EPI3", M_Episode,'i'},
+    {1,"M_EPI4", M_Episode,'t'}
+};
+
+menu_t  EpiDef =
+{
+    ep_end,		// # of menu items
+    &MainDef,		// previous menu
+    EpisodeMenu,	// menuitem_t ->
+    M_DrawEpisode,	// drawing routine ->
+    48,63,              // x,y
+    ep1			// lastOn
+};
+
+//
+// NEW GAME
+//
+enum
+{
+    killthings,
+    toorough,
+    hurtme,
+    violence,
+    nightmare,
+    newg_end
+} newgame_e;
+
+menuitem_t NewGameMenu[]=
+{
+    {1,"M_JKILL",	M_ChooseSkill, 'i'},
+    {1,"M_ROUGH",	M_ChooseSkill, 'h'},
+    {1,"M_HURT",	M_ChooseSkill, 'h'},
+    {1,"M_ULTRA",	M_ChooseSkill, 'u'},
+    {1,"M_NMARE",	M_ChooseSkill, 'n'}
+};
+
+menu_t  NewDef =
+{
+    newg_end,		// # of menu items
+    &EpiDef,		// previous menu
+    NewGameMenu,	// menuitem_t ->
+    M_DrawNewGame,	// drawing routine ->
+    48,63,              // x,y
+    hurtme		// lastOn
+};
+
+
+
+//
+// OPTIONS MENU
+//
+enum
+{
+    endgame,
+    messages,
+    detail,
+    scrnsize,
+    option_empty1,
+    mousesens,
+    option_empty2,
+    soundvol,
+    opt_end
+} options_e;
+
+menuitem_t OptionsMenu[]=
+{
+    {1,"M_ENDGAM",	M_EndGame,'e'},
+    {1,"M_MESSG",	M_ChangeMessages,'m'},
+    {1,"M_DETAIL",	M_ChangeDetail,'g'},
+    {2,"M_SCRNSZ",	M_SizeDisplay,'s'},
+    {-1,"",0},
+    {2,"M_MSENS",	M_ChangeSensitivity,'m'},
+    {-1,"",0},
+    {1,"M_SVOL",	M_Sound,'s'}
+};
+
+menu_t  OptionsDef =
+{
+    opt_end,
+    &MainDef,
+    OptionsMenu,
+    M_DrawOptions,
+    60,37,
+    0
+};
+
+//
+// Read This! MENU 1 & 2
+//
+enum
+{
+    rdthsempty1,
+    read1_end
+} read_e;
+
+menuitem_t ReadMenu1[] =
+{
+    {1,"",M_ReadThis2,0}
+};
+
+menu_t  ReadDef1 =
+{
+    read1_end,
+    &MainDef,
+    ReadMenu1,
+    M_DrawReadThis1,
+    280,185,
+    0
+};
+
+enum
+{
+    rdthsempty2,
+    read2_end
+} read_e2;
+
+menuitem_t ReadMenu2[]=
+{
+    {1,"",M_FinishReadThis,0}
+};
+
+menu_t  ReadDef2 =
+{
+    read2_end,
+    &ReadDef1,
+    ReadMenu2,
+    M_DrawReadThis2,
+    330,175,
+    0
+};
+
+//
+// SOUND VOLUME MENU
+//
+enum
+{
+    sfx_vol,
+    sfx_empty1,
+    music_vol,
+    sfx_empty2,
+    sound_end
+} sound_e;
+
+menuitem_t SoundMenu[]=
+{
+    {2,"M_SFXVOL",M_SfxVol,'s'},
+    {-1,"",0},
+    {2,"M_MUSVOL",M_MusicVol,'m'},
+    {-1,"",0}
+};
+
+menu_t  SoundDef =
+{
+    sound_end,
+    &OptionsDef,
+    SoundMenu,
+    M_DrawSound,
+    80,64,
+    0
+};
+
+//
+// LOAD GAME MENU
+//
+enum
+{
+    load1,
+    load2,
+    load3,
+    load4,
+    load5,
+    load6,
+    load_end
+} load_e;
+
+menuitem_t LoadMenu[]=
+{
+    {1,"", M_LoadSelect,'1'},
+    {1,"", M_LoadSelect,'2'},
+    {1,"", M_LoadSelect,'3'},
+    {1,"", M_LoadSelect,'4'},
+    {1,"", M_LoadSelect,'5'},
+    {1,"", M_LoadSelect,'6'}
+};
+
+menu_t  LoadDef =
+{
+    load_end,
+    &MainDef,
+    LoadMenu,
+    M_DrawLoad,
+    80,54,
+    0
+};
+
+//
+// SAVE GAME MENU
+//
+menuitem_t SaveMenu[]=
+{
+    {1,"", M_SaveSelect,'1'},
+    {1,"", M_SaveSelect,'2'},
+    {1,"", M_SaveSelect,'3'},
+    {1,"", M_SaveSelect,'4'},
+    {1,"", M_SaveSelect,'5'},
+    {1,"", M_SaveSelect,'6'}
+};
+
+menu_t  SaveDef =
+{
+    load_end,
+    &MainDef,
+    SaveMenu,
+    M_DrawSave,
+    80,54,
+    0
+};
+
+
+//
+// M_ReadSaveStrings
+//  read the strings from the savegame files
+//
+void M_ReadSaveStrings(void)
+{
+    int             handle;
+    int             count;
+    int             i;
+    char    name[256];
+	
+    for (i = 0;i < load_end;i++)
+    {
+	if (M_CheckParm("-cdrom"))
+	    sprintf(name,"c:\\doomdata\\"SAVEGAMENAME"%d.dsg",i);
+	else
+	    sprintf(name,SAVEGAMENAME"%d.dsg",i);
+
+	handle = open (name, O_RDONLY | 0, 0666);
+	if (handle == -1)
+	{
+	    strcpy(&savegamestrings[i][0],EMPTYSTRING);
+	    LoadMenu[i].status = 0;
+	    continue;
+	}
+	count = read (handle, &savegamestrings[i], SAVESTRINGSIZE);
+	close (handle);
+	LoadMenu[i].status = 1;
+    }
+}
+
+
+//
+// M_LoadGame & Cie.
+//
+void M_DrawLoad(void)
+{
+    int             i;
+	
+    V_DrawPatchDirect (72,28,0,W_CacheLumpName("M_LOADG",PU_CACHE));
+    for (i = 0;i < load_end; i++)
+    {
+	M_DrawSaveLoadBorder(LoadDef.x,LoadDef.y+LINEHEIGHT*i);
+	M_WriteText(LoadDef.x,LoadDef.y+LINEHEIGHT*i,savegamestrings[i]);
+    }
+}
+
+
+
+//
+// Draw border for the savegame description
+//
+void M_DrawSaveLoadBorder(int x,int y)
+{
+    int             i;
+	
+    V_DrawPatchDirect (x-8,y+7,0,W_CacheLumpName("M_LSLEFT",PU_CACHE));
+	
+    for (i = 0;i < 24;i++)
+    {
+	V_DrawPatchDirect (x,y+7,0,W_CacheLumpName("M_LSCNTR",PU_CACHE));
+	x += 8;
+    }
+
+    V_DrawPatchDirect (x,y+7,0,W_CacheLumpName("M_LSRGHT",PU_CACHE));
+}
+
+
+
+//
+// User wants to load this game
+//
+void M_LoadSelect(int choice)
+{
+    char    name[256];
+	
+    if (M_CheckParm("-cdrom"))
+	sprintf(name,"c:\\doomdata\\"SAVEGAMENAME"%d.dsg",choice);
+    else
+	sprintf(name,SAVEGAMENAME"%d.dsg",choice);
+    G_LoadGame (name);
+    M_ClearMenus ();
+}
+
+//
+// Selected from DOOM menu
+//
+void M_LoadGame (int choice)
+{
+    if (netgame)
+    {
+	M_StartMessage(LOADNET,NULL,false);
+	return;
+    }
+	
+    M_SetupNextMenu(&LoadDef);
+    M_ReadSaveStrings();
+}
+
+
+//
+//  M_SaveGame & Cie.
+//
+void M_DrawSave(void)
+{
+    int             i;
+	
+    V_DrawPatchDirect (72,28,0,W_CacheLumpName("M_SAVEG",PU_CACHE));
+    for (i = 0;i < load_end; i++)
+    {
+	M_DrawSaveLoadBorder(LoadDef.x,LoadDef.y+LINEHEIGHT*i);
+	M_WriteText(LoadDef.x,LoadDef.y+LINEHEIGHT*i,savegamestrings[i]);
+    }
+	
+    if (saveStringEnter)
+    {
+	i = M_StringWidth(savegamestrings[saveSlot]);
+	M_WriteText(LoadDef.x + i,LoadDef.y+LINEHEIGHT*saveSlot,"_");
+    }
+}
+
+//
+// M_Responder calls this when user is finished
+//
+void M_DoSave(int slot)
+{
+    G_SaveGame (slot,savegamestrings[slot]);
+    M_ClearMenus ();
+
+    // PICK QUICKSAVE SLOT YET?
+    if (quickSaveSlot == -2)
+	quickSaveSlot = slot;
+}
+
+//
+// User wants to save. Start string input for M_Responder
+//
+void M_SaveSelect(int choice)
+{
+    // we are going to be intercepting all chars
+    saveStringEnter = 1;
+    
+    saveSlot = choice;
+    strcpy(saveOldString,savegamestrings[choice]);
+    if (!strcmp(savegamestrings[choice],EMPTYSTRING))
+	savegamestrings[choice][0] = 0;
+    saveCharIndex = strlen(savegamestrings[choice]);
+}
+
+//
+// Selected from DOOM menu
+//
+void M_SaveGame (int choice)
+{
+    if (!usergame)
+    {
+	M_StartMessage(SAVEDEAD,NULL,false);
+	return;
+    }
+	
+    if (gamestate != GS_LEVEL)
+	return;
+	
+    M_SetupNextMenu(&SaveDef);
+    M_ReadSaveStrings();
+}
+
+
+
+//
+//      M_QuickSave
+//
+char    tempstring[80];
+
+void M_QuickSaveResponse(int ch)
+{
+    if (ch == 'y')
+    {
+	M_DoSave(quickSaveSlot);
+	S_StartSound(NULL,sfx_swtchx);
+    }
+}
+
+void M_QuickSave(void)
+{
+    if (!usergame)
+    {
+	S_StartSound(NULL,sfx_oof);
+	return;
+    }
+
+    if (gamestate != GS_LEVEL)
+	return;
+	
+    if (quickSaveSlot < 0)
+    {
+	M_StartControlPanel();
+	M_ReadSaveStrings();
+	M_SetupNextMenu(&SaveDef);
+	quickSaveSlot = -2;	// means to pick a slot now
+	return;
+    }
+    sprintf(tempstring,QSPROMPT,savegamestrings[quickSaveSlot]);
+    M_StartMessage(tempstring,M_QuickSaveResponse,true);
+}
+
+
+
+//
+// M_QuickLoad
+//
+void M_QuickLoadResponse(int ch)
+{
+    if (ch == 'y')
+    {
+	M_LoadSelect(quickSaveSlot);
+	S_StartSound(NULL,sfx_swtchx);
+    }
+}
+
+
+void M_QuickLoad(void)
+{
+    if (netgame)
+    {
+	M_StartMessage(QLOADNET,NULL,false);
+	return;
+    }
+	
+    if (quickSaveSlot < 0)
+    {
+	M_StartMessage(QSAVESPOT,NULL,false);
+	return;
+    }
+    sprintf(tempstring,QLPROMPT,savegamestrings[quickSaveSlot]);
+    M_StartMessage(tempstring,M_QuickLoadResponse,true);
+}
+
+
+
+
+//
+// Read This Menus
+// Had a "quick hack to fix romero bug"
+//
+void M_DrawReadThis1(void)
+{
+    inhelpscreens = true;
+    switch ( gamemode )
+    {
+      case commercial:
+	V_DrawPatchDirect (0,0,0,W_CacheLumpName("HELP",PU_CACHE));
+	break;
+      case shareware:
+      case registered:
+      case retail:
+	V_DrawPatchDirect (0,0,0,W_CacheLumpName("HELP1",PU_CACHE));
+	break;
+      default:
+	break;
+    }
+    return;
+}
+
+
+
+//
+// Read This Menus - optional second page.
+//
+void M_DrawReadThis2(void)
+{
+    inhelpscreens = true;
+    switch ( gamemode )
+    {
+      case retail:
+      case commercial:
+	// This hack keeps us from having to change menus.
+	V_DrawPatchDirect (0,0,0,W_CacheLumpName("CREDIT",PU_CACHE));
+	break;
+      case shareware:
+      case registered:
+	V_DrawPatchDirect (0,0,0,W_CacheLumpName("HELP2",PU_CACHE));
+	break;
+      default:
+	break;
+    }
+    return;
+}
+
+
+//
+// Change Sfx & Music volumes
+//
+void M_DrawSound(void)
+{
+    V_DrawPatchDirect (60,38,0,W_CacheLumpName("M_SVOL",PU_CACHE));
+
+    M_DrawThermo(SoundDef.x,SoundDef.y+LINEHEIGHT*(sfx_vol+1),
+		 16,snd_SfxVolume);
+
+    M_DrawThermo(SoundDef.x,SoundDef.y+LINEHEIGHT*(music_vol+1),
+		 16,snd_MusicVolume);
+}
+
+void M_Sound(int choice)
+{
+    M_SetupNextMenu(&SoundDef);
+}
+
+void M_SfxVol(int choice)
+{
+    switch(choice)
+    {
+      case 0:
+	if (snd_SfxVolume)
+	    snd_SfxVolume--;
+	break;
+      case 1:
+	if (snd_SfxVolume < 15)
+	    snd_SfxVolume++;
+	break;
+    }
+	
+    S_SetSfxVolume(snd_SfxVolume /* *8 */);
+}
+
+void M_MusicVol(int choice)
+{
+    switch(choice)
+    {
+      case 0:
+	if (snd_MusicVolume)
+	    snd_MusicVolume--;
+	break;
+      case 1:
+	if (snd_MusicVolume < 15)
+	    snd_MusicVolume++;
+	break;
+    }
+	
+    S_SetMusicVolume(snd_MusicVolume /* *8 */);
+}
+
+
+
+
+//
+// M_DrawMainMenu
+//
+void M_DrawMainMenu(void)
+{
+    V_DrawPatchDirect (94,2,0,W_CacheLumpName("M_DOOM",PU_CACHE));
+}
+
+
+
+
+//
+// M_NewGame
+//
+void M_DrawNewGame(void)
+{
+    V_DrawPatchDirect (96,14,0,W_CacheLumpName("M_NEWG",PU_CACHE));
+    V_DrawPatchDirect (54,38,0,W_CacheLumpName("M_SKILL",PU_CACHE));
+}
+
+void M_NewGame(int choice)
+{
+    if (netgame && !demoplayback)
+    {
+	M_StartMessage(NEWGAME,NULL,false);
+	return;
+    }
+	
+    if ( gamemode == commercial )
+	M_SetupNextMenu(&NewDef);
+    else
+	M_SetupNextMenu(&EpiDef);
+}
+
+
+//
+//      M_Episode
+//
+int     epi;
+
+void M_DrawEpisode(void)
+{
+    V_DrawPatchDirect (54,38,0,W_CacheLumpName("M_EPISOD",PU_CACHE));
+}
+
+void M_VerifyNightmare(int ch)
+{
+    if (ch != 'y')
+	return;
+		
+    G_DeferedInitNew(nightmare,epi+1,1);
+    M_ClearMenus ();
+}
+
+void M_ChooseSkill(int choice)
+{
+    if (choice == nightmare)
+    {
+	M_StartMessage(NIGHTMARE,M_VerifyNightmare,true);
+	return;
+    }
+	
+    G_DeferedInitNew(choice,epi+1,1);
+    M_ClearMenus ();
+}
+
+void M_Episode(int choice)
+{
+    if ( (gamemode == shareware)
+	 && choice)
+    {
+	M_StartMessage(SWSTRING,NULL,false);
+	M_SetupNextMenu(&ReadDef1);
+	return;
+    }
+
+    // Yet another hack...
+    if ( (gamemode == registered)
+	 && (choice > 2))
+    {
+      fprintf( stderr,
+	       "M_Episode: 4th episode requires UltimateDOOM\n");
+      choice = 0;
+    }
+	 
+    epi = choice;
+    M_SetupNextMenu(&NewDef);
+}
+
+
+
+//
+// M_Options
+//
+char    detailNames[2][9]	= {"M_GDHIGH","M_GDLOW"};
+char	msgNames[2][9]		= {"M_MSGOFF","M_MSGON"};
+
+
+void M_DrawOptions(void)
+{
+    V_DrawPatchDirect (108,15,0,W_CacheLumpName("M_OPTTTL",PU_CACHE));
+	
+    V_DrawPatchDirect (OptionsDef.x + 175,OptionsDef.y+LINEHEIGHT*detail,0,
+		       W_CacheLumpName(detailNames[detailLevel],PU_CACHE));
+
+    V_DrawPatchDirect (OptionsDef.x + 120,OptionsDef.y+LINEHEIGHT*messages,0,
+		       W_CacheLumpName(msgNames[showMessages],PU_CACHE));
+
+    M_DrawThermo(OptionsDef.x,OptionsDef.y+LINEHEIGHT*(mousesens+1),
+		 10,mouseSensitivity);
+	
+    M_DrawThermo(OptionsDef.x,OptionsDef.y+LINEHEIGHT*(scrnsize+1),
+		 9,screenSize);
+}
+
+void M_Options(int choice)
+{
+    M_SetupNextMenu(&OptionsDef);
+}
+
+
+
+//
+//      Toggle messages on/off
+//
+void M_ChangeMessages(int choice)
+{
+    // warning: unused parameter `int choice'
+    choice = 0;
+    showMessages = 1 - showMessages;
+	
+    if (!showMessages)
+	players[consoleplayer].message = MSGOFF;
+    else
+	players[consoleplayer].message = MSGON ;
+
+    message_dontfuckwithme = true;
+}
+
+
+//
+// M_EndGame
+//
+void M_EndGameResponse(int ch)
+{
+    if (ch != 'y')
+	return;
+		
+    currentMenu->lastOn = itemOn;
+    M_ClearMenus ();
+    D_StartTitle ();
+}
+
+void M_EndGame(int choice)
+{
+    choice = 0;
+    if (!usergame)
+    {
+	S_StartSound(NULL,sfx_oof);
+	return;
+    }
+	
+    if (netgame)
+    {
+	M_StartMessage(NETEND,NULL,false);
+	return;
+    }
+	
+    M_StartMessage(ENDGAME,M_EndGameResponse,true);
+}
+
+
+
+
+//
+// M_ReadThis
+//
+void M_ReadThis(int choice)
+{
+    choice = 0;
+    M_SetupNextMenu(&ReadDef1);
+}
+
+void M_ReadThis2(int choice)
+{
+    choice = 0;
+    M_SetupNextMenu(&ReadDef2);
+}
+
+void M_FinishReadThis(int choice)
+{
+    choice = 0;
+    M_SetupNextMenu(&MainDef);
+}
+
+
+
+
+//
+// M_QuitDOOM
+//
+int     quitsounds[8] =
+{
+    sfx_pldeth,
+    sfx_dmpain,
+    sfx_popain,
+    sfx_slop,
+    sfx_telept,
+    sfx_posit1,
+    sfx_posit3,
+    sfx_sgtatk
+};
+
+int     quitsounds2[8] =
+{
+    sfx_vilact,
+    sfx_getpow,
+    sfx_boscub,
+    sfx_slop,
+    sfx_skeswg,
+    sfx_kntdth,
+    sfx_bspact,
+    sfx_sgtatk
+};
+
+
+
+void M_QuitResponse(int ch)
+{
+    if (ch != 'y')
+	return;
+    if (!netgame)
+    {
+	if (gamemode == commercial)
+	    S_StartSound(NULL,quitsounds2[(gametic>>2)&7]);
+	else
+	    S_StartSound(NULL,quitsounds[(gametic>>2)&7]);
+	I_WaitVBL(105);
+    }
+    I_Quit ();
+}
+
+
+
+
+void M_QuitDOOM(int choice)
+{
+  // We pick index 0 which is language sensitive,
+  //  or one at random, between 1 and maximum number.
+  if (language != english )
+    sprintf(endstring,"%s\n\n"DOSY, endmsg[0] );
+  else
+    sprintf(endstring,"%s\n\n"DOSY, endmsg[ (gametic%(NUM_QUITMESSAGES-2))+1 ]);
+  
+  M_StartMessage(endstring,M_QuitResponse,true);
+}
+
+
+
+
+void M_ChangeSensitivity(int choice)
+{
+    switch(choice)
+    {
+      case 0:
+	if (mouseSensitivity)
+	    mouseSensitivity--;
+	break;
+      case 1:
+	if (mouseSensitivity < 9)
+	    mouseSensitivity++;
+	break;
+    }
+}
+
+
+
+
+void M_ChangeDetail(int choice)
+{
+    choice = 0;
+    detailLevel = 1 - detailLevel;
+
+    // FIXME - does not work. Remove anyway?
+    fprintf( stderr, "M_ChangeDetail: low detail mode n.a.\n");
+
+    return;
+    
+    /*R_SetViewSize (screenblocks, detailLevel);
+
+    if (!detailLevel)
+	players[consoleplayer].message = DETAILHI;
+    else
+	players[consoleplayer].message = DETAILLO;*/
+}
+
+
+
+
+void M_SizeDisplay(int choice)
+{
+    switch(choice)
+    {
+      case 0:
+	if (screenSize > 0)
+	{
+	    screenblocks--;
+	    screenSize--;
+	}
+	break;
+      case 1:
+	if (screenSize < 8)
+	{
+	    screenblocks++;
+	    screenSize++;
+	}
+	break;
+    }
+	
+
+    R_SetViewSize (screenblocks, detailLevel);
+}
+
+
+
+
+//
+//      Menu Functions
+//
+void
+M_DrawThermo
+( int	x,
+  int	y,
+  int	thermWidth,
+  int	thermDot )
+{
+    int		xx;
+    int		i;
+
+    xx = x;
+    V_DrawPatchDirect (xx,y,0,W_CacheLumpName("M_THERML",PU_CACHE));
+    xx += 8;
+    for (i=0;i<thermWidth;i++)
+    {
+	V_DrawPatchDirect (xx,y,0,W_CacheLumpName("M_THERMM",PU_CACHE));
+	xx += 8;
+    }
+    V_DrawPatchDirect (xx,y,0,W_CacheLumpName("M_THERMR",PU_CACHE));
+
+    V_DrawPatchDirect ((x+8) + thermDot*8,y,
+		       0,W_CacheLumpName("M_THERMO",PU_CACHE));
+}
+
+
+
+void
+M_DrawEmptyCell
+( menu_t*	menu,
+  int		item )
+{
+    V_DrawPatchDirect (menu->x - 10,        menu->y+item*LINEHEIGHT - 1, 0,
+		       W_CacheLumpName("M_CELL1",PU_CACHE));
+}
+
+void
+M_DrawSelCell
+( menu_t*	menu,
+  int		item )
+{
+    V_DrawPatchDirect (menu->x - 10,        menu->y+item*LINEHEIGHT - 1, 0,
+		       W_CacheLumpName("M_CELL2",PU_CACHE));
+}
+
+
+void
+M_StartMessage
+( char*		string,
+  void*		routine,
+  boolean	input )
+{
+    messageLastMenuActive = menuactive;
+    messageToPrint = 1;
+    messageString = string;
+    messageRoutine = routine;
+    messageNeedsInput = input;
+    menuactive = true;
+    return;
+}
+
+
+
+void M_StopMessage(void)
+{
+    menuactive = messageLastMenuActive;
+    messageToPrint = 0;
+}
+
+
+
+//
+// Find string width from hu_font chars
+//
+int M_StringWidth(char* string)
+{
+    int             i;
+    int             w = 0;
+    int             c;
+	
+    for (i = 0;i < strlen(string);i++)
+    {
+	c = toupper(string[i]) - HU_FONTSTART;
+	if (c < 0 || c >= HU_FONTSIZE)
+	    w += 4;
+	else
+	    w += SHORT (hu_font[c]->width);
+    }
+		
+    return w;
+}
+
+
+
+//
+//      Find string height from hu_font chars
+//
+int M_StringHeight(char* string)
+{
+    int             i;
+    int             h;
+    int             height = SHORT(hu_font[0]->height);
+	
+    h = height;
+    for (i = 0;i < strlen(string);i++)
+	if (string[i] == '\n')
+	    h += height;
+		
+    return h;
+}
+
+
+//
+//      Write a string using the hu_font
+//
+void
+M_WriteText
+( int		x,
+  int		y,
+  char*		string)
+{
+    int		w;
+    char*	ch;
+    int		c;
+    int		cx;
+    int		cy;
+		
+
+    ch = string;
+    cx = x;
+    cy = y;
+	
+    while(1)
+    {
+	c = *ch++;
+	if (!c)
+	    break;
+	if (c == '\n')
+	{
+	    cx = x;
+	    cy += 12;
+	    continue;
+	}
+		
+	c = toupper(c) - HU_FONTSTART;
+	if (c < 0 || c>= HU_FONTSIZE)
+	{
+	    cx += 4;
+	    continue;
+	}
+		
+	w = SHORT (hu_font[c]->width);
+	if (cx+w > SCREENWIDTH)
+	    break;
+	V_DrawPatchDirect(cx, cy, 0, hu_font[c]);
+	cx+=w;
+    }
+}
+
+
+
+//
+// CONTROL PANEL
+//
+
+//
+// M_Responder
+//
+boolean M_Responder (event_t* ev)
+{
+    int             ch;
+    int             i;
+    static  int     joywait = 0;
+    static  int     mousewait = 0;
+    static  int     mousey = 0;
+    static  int     lasty = 0;
+    static  int     mousex = 0;
+    static  int     lastx = 0;
+	
+    ch = -1;
+	
+    if (ev->type == ev_joystick && joywait < I_GetTime())
+    {
+	if (ev->data3 == -1)
+	{
+	    ch = KEY_UPARROW;
+	    joywait = I_GetTime() + 5;
+	}
+	else if (ev->data3 == 1)
+	{
+	    ch = KEY_DOWNARROW;
+	    joywait = I_GetTime() + 5;
+	}
+		
+	if (ev->data2 == -1)
+	{
+	    ch = KEY_LEFTARROW;
+	    joywait = I_GetTime() + 2;
+	}
+	else if (ev->data2 == 1)
+	{
+	    ch = KEY_RIGHTARROW;
+	    joywait = I_GetTime() + 2;
+	}
+		
+	if (ev->data1&1)
+	{
+	    ch = KEY_ENTER;
+	    joywait = I_GetTime() + 5;
+	}
+	if (ev->data1&2)
+	{
+	    ch = KEY_BACKSPACE;
+	    joywait = I_GetTime() + 5;
+	}
+    }
+    else
+    {
+	if (ev->type == ev_mouse && mousewait < I_GetTime())
+	{
+	    mousey += ev->data3;
+	    if (mousey < lasty-30)
+	    {
+		ch = KEY_DOWNARROW;
+		mousewait = I_GetTime() + 5;
+		mousey = lasty -= 30;
+	    }
+	    else if (mousey > lasty+30)
+	    {
+		ch = KEY_UPARROW;
+		mousewait = I_GetTime() + 5;
+		mousey = lasty += 30;
+	    }
+		
+	    mousex += ev->data2;
+	    if (mousex < lastx-30)
+	    {
+		ch = KEY_LEFTARROW;
+		mousewait = I_GetTime() + 5;
+		mousex = lastx -= 30;
+	    }
+	    else if (mousex > lastx+30)
+	    {
+		ch = KEY_RIGHTARROW;
+		mousewait = I_GetTime() + 5;
+		mousex = lastx += 30;
+	    }
+		
+	    if (ev->data1&1)
+	    {
+		ch = KEY_ENTER;
+		mousewait = I_GetTime() + 15;
+	    }
+			
+	    if (ev->data1&2)
+	    {
+		ch = KEY_BACKSPACE;
+		mousewait = I_GetTime() + 15;
+	    }
+	}
+	else
+	    if (ev->type == ev_keydown)
+	    {
+		ch = ev->data1;
+	    }
+    }
+    
+    if (ch == -1)
+	return false;
+
+    
+    // Save Game string input
+    if (saveStringEnter)
+    {
+	switch(ch)
+	{
+	  case KEY_BACKSPACE:
+	    if (saveCharIndex > 0)
+	    {
+		saveCharIndex--;
+		savegamestrings[saveSlot][saveCharIndex] = 0;
+	    }
+	    break;
+				
+	  case KEY_ESCAPE:
+	    saveStringEnter = 0;
+	    strcpy(&savegamestrings[saveSlot][0],saveOldString);
+	    break;
+				
+	  case KEY_ENTER:
+	    saveStringEnter = 0;
+	    if (savegamestrings[saveSlot][0])
+		M_DoSave(saveSlot);
+	    break;
+				
+	  default:
+	    ch = toupper(ch);
+	    if (ch != 32)
+		if (ch-HU_FONTSTART < 0 || ch-HU_FONTSTART >= HU_FONTSIZE)
+		    break;
+	    if (ch >= 32 && ch <= 127 &&
+		saveCharIndex < SAVESTRINGSIZE-1 &&
+		M_StringWidth(savegamestrings[saveSlot]) <
+		(SAVESTRINGSIZE-2)*8)
+	    {
+		savegamestrings[saveSlot][saveCharIndex++] = ch;
+		savegamestrings[saveSlot][saveCharIndex] = 0;
+	    }
+	    break;
+	}
+	return true;
+    }
+    
+    // Take care of any messages that need input
+    if (messageToPrint)
+    {
+	if (messageNeedsInput == true &&
+	    !(ch == ' ' || ch == 'n' || ch == 'y' || ch == KEY_ESCAPE))
+	    return false;
+		
+	menuactive = messageLastMenuActive;
+	messageToPrint = 0;
+	if (messageRoutine)
+	    messageRoutine(ch);
+			
+	menuactive = false;
+	S_StartSound(NULL,sfx_swtchx);
+	return true;
+    }
+	
+    if (devparm && ch == KEY_F1)
+    {
+	G_ScreenShot ();
+	return true;
+    }
+		
+    
+    // F-Keys
+    if (!menuactive)
+	switch(ch)
+	{
+	  case KEY_MINUS:         // Screen size down
+	    if (automapactive || chat_on)
+		return false;
+	    M_SizeDisplay(0);
+	    S_StartSound(NULL,sfx_stnmov);
+	    return true;
+				
+	  case KEY_EQUALS:        // Screen size up
+	    if (automapactive || chat_on)
+		return false;
+	    M_SizeDisplay(1);
+	    S_StartSound(NULL,sfx_stnmov);
+	    return true;
+				
+	  case KEY_F1:            // Help key
+	    M_StartControlPanel ();
+
+	    if ( gamemode == retail )
+	      currentMenu = &ReadDef2;
+	    else
+	      currentMenu = &ReadDef1;
+	    
+	    itemOn = 0;
+	    S_StartSound(NULL,sfx_swtchn);
+	    return true;
+				
+	  case KEY_F2:            // Save
+	    M_StartControlPanel();
+	    S_StartSound(NULL,sfx_swtchn);
+	    M_SaveGame(0);
+	    return true;
+				
+	  case KEY_F3:            // Load
+	    M_StartControlPanel();
+	    S_StartSound(NULL,sfx_swtchn);
+	    M_LoadGame(0);
+	    return true;
+				
+	  case KEY_F4:            // Sound Volume
+	    M_StartControlPanel ();
+	    currentMenu = &SoundDef;
+	    itemOn = sfx_vol;
+	    S_StartSound(NULL,sfx_swtchn);
+	    return true;
+				
+	  case KEY_F5:            // Detail toggle
+	    M_ChangeDetail(0);
+	    S_StartSound(NULL,sfx_swtchn);
+	    return true;
+				
+	  case KEY_F6:            // Quicksave
+	    S_StartSound(NULL,sfx_swtchn);
+	    M_QuickSave();
+	    return true;
+				
+	  case KEY_F7:            // End game
+	    S_StartSound(NULL,sfx_swtchn);
+	    M_EndGame(0);
+	    return true;
+				
+	  case KEY_F8:            // Toggle messages
+	    M_ChangeMessages(0);
+	    S_StartSound(NULL,sfx_swtchn);
+	    return true;
+				
+	  case KEY_F9:            // Quickload
+	    S_StartSound(NULL,sfx_swtchn);
+	    M_QuickLoad();
+	    return true;
+				
+	  case KEY_F10:           // Quit DOOM
+	    S_StartSound(NULL,sfx_swtchn);
+	    M_QuitDOOM(0);
+	    return true;
+				
+	  case KEY_F11:           // gamma toggle
+	    usegamma++;
+	    if (usegamma > 4)
+		usegamma = 0;
+	    players[consoleplayer].message = gammamsg[usegamma];
+	    I_SetPalette (W_CacheLumpName ("PLAYPAL",PU_CACHE));
+	    return true;
+				
+	}
+
+    
+    // Pop-up menu?
+    if (!menuactive)
+    {
+	if (ch == KEY_ESCAPE)
+	{
+	    M_StartControlPanel ();
+	    S_StartSound(NULL,sfx_swtchn);
+	    return true;
+	}
+	return false;
+    }
+
+    
+    // Keys usable within menu
+    switch (ch)
+    {
+      case KEY_DOWNARROW:
+	do
+	{
+	    if (itemOn+1 > currentMenu->numitems-1)
+		itemOn = 0;
+	    else itemOn++;
+	    S_StartSound(NULL,sfx_pstop);
+	} while(currentMenu->menuitems[itemOn].status==-1);
+	return true;
+		
+      case KEY_UPARROW:
+	do
+	{
+	    if (!itemOn)
+		itemOn = currentMenu->numitems-1;
+	    else itemOn--;
+	    S_StartSound(NULL,sfx_pstop);
+	} while(currentMenu->menuitems[itemOn].status==-1);
+	return true;
+
+      case KEY_LEFTARROW:
+	if (currentMenu->menuitems[itemOn].routine &&
+	    currentMenu->menuitems[itemOn].status == 2)
+	{
+	    S_StartSound(NULL,sfx_stnmov);
+	    currentMenu->menuitems[itemOn].routine(0);
+	}
+	return true;
+		
+      case KEY_RIGHTARROW:
+	if (currentMenu->menuitems[itemOn].routine &&
+	    currentMenu->menuitems[itemOn].status == 2)
+	{
+	    S_StartSound(NULL,sfx_stnmov);
+	    currentMenu->menuitems[itemOn].routine(1);
+	}
+	return true;
+
+      case KEY_ENTER:
+	if (currentMenu->menuitems[itemOn].routine &&
+	    currentMenu->menuitems[itemOn].status)
+	{
+	    currentMenu->lastOn = itemOn;
+	    if (currentMenu->menuitems[itemOn].status == 2)
+	    {
+		currentMenu->menuitems[itemOn].routine(1);      // right arrow
+		S_StartSound(NULL,sfx_stnmov);
+	    }
+	    else
+	    {
+		currentMenu->menuitems[itemOn].routine(itemOn);
+		S_StartSound(NULL,sfx_pistol);
+	    }
+	}
+	return true;
+		
+      case KEY_ESCAPE:
+	currentMenu->lastOn = itemOn;
+	M_ClearMenus ();
+	S_StartSound(NULL,sfx_swtchx);
+	return true;
+		
+      case KEY_BACKSPACE:
+	currentMenu->lastOn = itemOn;
+	if (currentMenu->prevMenu)
+	{
+	    currentMenu = currentMenu->prevMenu;
+	    itemOn = currentMenu->lastOn;
+	    S_StartSound(NULL,sfx_swtchn);
+	}
+	return true;
+	
+      default:
+	for (i = itemOn+1;i < currentMenu->numitems;i++)
+	    if (currentMenu->menuitems[i].alphaKey == ch)
+	    {
+		itemOn = i;
+		S_StartSound(NULL,sfx_pstop);
+		return true;
+	    }
+	for (i = 0;i <= itemOn;i++)
+	    if (currentMenu->menuitems[i].alphaKey == ch)
+	    {
+		itemOn = i;
+		S_StartSound(NULL,sfx_pstop);
+		return true;
+	    }
+	break;
+	
+    }
+
+    return false;
+}
+
+
+
+//
+// M_StartControlPanel
+//
+void M_StartControlPanel (void)
+{
+    // intro might call this repeatedly
+    if (menuactive)
+	return;
+    
+    menuactive = 1;
+    currentMenu = &MainDef;         // JDC
+    itemOn = currentMenu->lastOn;   // JDC
+}
+
+
+//
+// M_Drawer
+// Called after the view has been rendered,
+// but before it has been blitted.
+//
+void M_Drawer (void)
+{
+    static short	x;
+    static short	y;
+    short		i;
+    short		max;
+    char		string[40];
+    int			start;
+
+    inhelpscreens = false;
+
+    
+    // Horiz. & Vertically center string and print it.
+    if (messageToPrint)
+    {
+	start = 0;
+	y = 100 - M_StringHeight(messageString)/2;
+	while(*(messageString+start))
+	{
+	    for (i = 0;i < strlen(messageString+start);i++)
+		if (*(messageString+start+i) == '\n')
+		{
+		    memset(string,0,40);
+		    strncpy(string,messageString+start,i);
+		    start += i+1;
+		    break;
+		}
+				
+	    if (i == strlen(messageString+start))
+	    {
+		strcpy(string,messageString+start);
+		start += i;
+	    }
+				
+	    x = 160 - M_StringWidth(string)/2;
+	    M_WriteText(x,y,string);
+	    y += SHORT(hu_font[0]->height);
+	}
+	return;
+    }
+
+    if (!menuactive)
+	return;
+
+    if (currentMenu->routine)
+	currentMenu->routine();         // call Draw routine
+    
+    // DRAW MENU
+    x = currentMenu->x;
+    y = currentMenu->y;
+    max = currentMenu->numitems;
+
+    for (i=0;i<max;i++)
+    {
+	if (currentMenu->menuitems[i].name[0])
+	    V_DrawPatchDirect (x,y,0,
+			       W_CacheLumpName(currentMenu->menuitems[i].name ,PU_CACHE));
+	y += LINEHEIGHT;
+    }
+
+    
+    // DRAW SKULL
+    V_DrawPatchDirect(x + SKULLXOFF,currentMenu->y - 5 + itemOn*LINEHEIGHT, 0,
+		      W_CacheLumpName(skullName[whichSkull],PU_CACHE));
+
+}
+
+
+//
+// M_ClearMenus
+//
+void M_ClearMenus (void)
+{
+    menuactive = 0;
+    // if (!netgame && usergame && paused)
+    //       sendpause = true;
+}
+
+
+
+
+//
+// M_SetupNextMenu
+//
+void M_SetupNextMenu(menu_t *menudef)
+{
+    currentMenu = menudef;
+    itemOn = currentMenu->lastOn;
+}
+
+
+//
+// M_Ticker
+//
+void M_Ticker (void)
+{
+    if (--skullAnimCounter <= 0)
+    {
+	whichSkull ^= 1;
+	skullAnimCounter = 8;
+    }
+}
+
+
+//
+// M_Init
+//
+void M_Init (void)
+{
+    currentMenu = &MainDef;
+    menuactive = 0;
+    itemOn = currentMenu->lastOn;
+    whichSkull = 0;
+    skullAnimCounter = 10;
+    screenSize = screenblocks - 3;
+    messageToPrint = 0;
+    messageString = NULL;
+    messageLastMenuActive = menuactive;
+    quickSaveSlot = -1;
+
+    // Here we could catch other version dependencies,
+    //  like HELP1/2, and four episodes.
+
+  
+    switch ( gamemode )
+    {
+      case commercial:
+	// This is used because DOOM 2 had only one HELP
+        //  page. I use CREDIT as second page now, but
+	//  kept this hack for educational purposes.
+	MainMenu[readthis] = MainMenu[quitdoom];
+	MainDef.numitems--;
+	MainDef.y += 8;
+	NewDef.prevMenu = &MainDef;
+	ReadDef1.routine = M_DrawReadThis1;
+	ReadDef1.x = 330;
+	ReadDef1.y = 165;
+	ReadMenu1[0].routine = M_FinishReadThis;
+	break;
+      case shareware:
+	// Episode 2 and 3 are handled,
+	//  branching to an ad screen.
+      case registered:
+	// We need to remove the fourth episode.
+	EpiDef.numitems--;
+	break;
+      case retail:
+	// We are fine.
+      default:
+	break;
+    }
+    
+}
+
--- /dev/null
+++ b/src/m_menu.h
@@ -1,0 +1,70 @@
+// Emacs style mode select   -*- C++ -*- 
+//-----------------------------------------------------------------------------
+//
+// $Id: m_menu.h 4 2005-07-23 16:19:41Z fraggle $
+//
+// Copyright (C) 1993-1996 by id Software, Inc.
+//
+// This source is available for distribution and/or modification
+// only under the terms of the DOOM Source Code License as
+// published by id Software. All rights reserved.
+//
+// The source is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
+// for more details.
+//
+// DESCRIPTION:
+//   Menu widget stuff, episode selection and such.
+//    
+//-----------------------------------------------------------------------------
+
+
+#ifndef __M_MENU__
+#define __M_MENU__
+
+
+
+#include "d_event.h"
+
+//
+// MENUS
+//
+// Called by main loop,
+// saves config file and calls I_Quit when user exits.
+// Even when the menu is not displayed,
+// this can resize the view and change game parameters.
+// Does all the real work of the menu interaction.
+boolean M_Responder (event_t *ev);
+
+
+// Called by main loop,
+// only used for menu (skull cursor) animation.
+void M_Ticker (void);
+
+// Called by main loop,
+// draws the menus directly into the screen buffer.
+void M_Drawer (void);
+
+// Called by D_DoomMain,
+// loads the config file.
+void M_Init (void);
+
+// Called by intro code to force menu up upon a keypress,
+// does nothing if menu is already up.
+void M_StartControlPanel (void);
+
+
+
+
+
+
+#endif    
+//-----------------------------------------------------------------------------
+//
+// $Log$
+// Revision 1.1  2005/07/23 16:19:52  fraggle
+// Initial revision
+//
+//
+//-----------------------------------------------------------------------------
--- /dev/null
+++ b/src/m_misc.c
@@ -1,0 +1,537 @@
+// Emacs style mode select   -*- C++ -*- 
+//-----------------------------------------------------------------------------
+//
+// $Id: m_misc.c 4 2005-07-23 16:19:41Z fraggle $
+//
+// Copyright (C) 1993-1996 by id Software, Inc.
+//
+// This source is available for distribution and/or modification
+// only under the terms of the DOOM Source Code License as
+// published by id Software. All rights reserved.
+//
+// The source is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
+// for more details.
+//
+//
+// $Log$
+// Revision 1.1  2005/07/23 16:19:53  fraggle
+// Initial revision
+//
+//
+// DESCRIPTION:
+//	Main loop menu stuff.
+//	Default Config File.
+//	PCX Screenshots.
+//
+//-----------------------------------------------------------------------------
+
+static const char
+rcsid[] = "$Id: m_misc.c 4 2005-07-23 16:19:41Z fraggle $";
+
+#include <sys/stat.h>
+#include <sys/types.h>
+#include <fcntl.h>
+#include <stdlib.h>
+#include <unistd.h>
+
+#include <ctype.h>
+
+
+#include "doomdef.h"
+
+#include "z_zone.h"
+
+#include "m_swap.h"
+#include "m_argv.h"
+
+#include "w_wad.h"
+
+#include "i_system.h"
+#include "i_video.h"
+#include "v_video.h"
+
+#include "hu_stuff.h"
+
+// State.
+#include "doomstat.h"
+
+// Data.
+#include "dstrings.h"
+
+#include "m_misc.h"
+
+//
+// M_DrawText
+// Returns the final X coordinate
+// HU_Init must have been called to init the font
+//
+extern patch_t*		hu_font[HU_FONTSIZE];
+
+int
+M_DrawText
+( int		x,
+  int		y,
+  boolean	direct,
+  char*		string )
+{
+    int 	c;
+    int		w;
+
+    while (*string)
+    {
+	c = toupper(*string) - HU_FONTSTART;
+	string++;
+	if (c < 0 || c> HU_FONTSIZE)
+	{
+	    x += 4;
+	    continue;
+	}
+		
+	w = SHORT (hu_font[c]->width);
+	if (x+w > SCREENWIDTH)
+	    break;
+	if (direct)
+	    V_DrawPatchDirect(x, y, 0, hu_font[c]);
+	else
+	    V_DrawPatch(x, y, 0, hu_font[c]);
+	x+=w;
+    }
+
+    return x;
+}
+
+
+
+
+//
+// M_WriteFile
+//
+#ifndef O_BINARY
+#define O_BINARY 0
+#endif
+
+boolean
+M_WriteFile
+( char const*	name,
+  void*		source,
+  int		length )
+{
+    int		handle;
+    int		count;
+	
+    handle = open ( name, O_WRONLY | O_CREAT | O_TRUNC | O_BINARY, 0666);
+
+    if (handle == -1)
+	return false;
+
+    count = write (handle, source, length);
+    close (handle);
+	
+    if (count < length)
+	return false;
+		
+    return true;
+}
+
+
+//
+// M_ReadFile
+//
+int
+M_ReadFile
+( char const*	name,
+  byte**	buffer )
+{
+    int	handle, count, length;
+    struct stat	fileinfo;
+    byte		*buf;
+	
+    handle = open (name, O_RDONLY | O_BINARY, 0666);
+    if (handle == -1)
+	I_Error ("Couldn't read file %s", name);
+    if (fstat (handle,&fileinfo) == -1)
+	I_Error ("Couldn't read file %s", name);
+    length = fileinfo.st_size;
+    buf = Z_Malloc (length, PU_STATIC, NULL);
+    count = read (handle, buf, length);
+    close (handle);
+	
+    if (count < length)
+	I_Error ("Couldn't read file %s", name);
+		
+    *buffer = buf;
+    return length;
+}
+
+
+//
+// DEFAULTS
+//
+int		usemouse;
+int		usejoystick;
+
+extern int	key_right;
+extern int	key_left;
+extern int	key_up;
+extern int	key_down;
+
+extern int	key_strafeleft;
+extern int	key_straferight;
+
+extern int	key_fire;
+extern int	key_use;
+extern int	key_strafe;
+extern int	key_speed;
+
+extern int	mousebfire;
+extern int	mousebstrafe;
+extern int	mousebforward;
+
+extern int	joybfire;
+extern int	joybstrafe;
+extern int	joybuse;
+extern int	joybspeed;
+
+extern int	viewwidth;
+extern int	viewheight;
+
+extern int	mouseSensitivity;
+extern int	showMessages;
+
+extern int	detailLevel;
+
+extern int	screenblocks;
+
+extern int	showMessages;
+
+// machine-independent sound params
+extern	int	numChannels;
+
+
+// UNIX hack, to be removed.
+#ifdef SNDSERV
+extern char*	sndserver_filename;
+extern int	mb_used;
+#endif
+
+#ifdef LINUX
+char*		mousetype;
+char*		mousedev;
+#endif
+
+extern char*	chat_macros[];
+
+
+
+typedef struct
+{
+    char*	name;
+    int*	location;
+    int		defaultvalue;
+    int		scantranslate;		// PC scan code hack
+    int		untranslated;		// lousy hack
+} default_t;
+
+default_t	defaults[] =
+{
+    {"mouse_sensitivity",&mouseSensitivity, 5},
+    {"sfx_volume",&snd_SfxVolume, 8},
+    {"music_volume",&snd_MusicVolume, 8},
+    {"show_messages",&showMessages, 1},
+    
+
+#ifdef NORMALUNIX
+    {"key_right",&key_right, KEY_RIGHTARROW},
+    {"key_left",&key_left, KEY_LEFTARROW},
+    {"key_up",&key_up, KEY_UPARROW},
+    {"key_down",&key_down, KEY_DOWNARROW},
+    {"key_strafeleft",&key_strafeleft, ','},
+    {"key_straferight",&key_straferight, '.'},
+
+    {"key_fire",&key_fire, KEY_RCTRL},
+    {"key_use",&key_use, ' '},
+    {"key_strafe",&key_strafe, KEY_RALT},
+    {"key_speed",&key_speed, KEY_RSHIFT},
+
+// UNIX hack, to be removed. 
+#ifdef SNDSERV
+    {"sndserver", (int *) &sndserver_filename, (int) "sndserver"},
+    {"mb_used", &mb_used, 2},
+#endif
+    
+#endif
+
+#ifdef LINUX
+    {"mousedev", (int*)&mousedev, (int)"/dev/ttyS0"},
+    {"mousetype", (int*)&mousetype, (int)"microsoft"},
+#endif
+
+    {"use_mouse",&usemouse, 1},
+    {"mouseb_fire",&mousebfire,0},
+    {"mouseb_strafe",&mousebstrafe,1},
+    {"mouseb_forward",&mousebforward,2},
+
+    {"use_joystick",&usejoystick, 0},
+    {"joyb_fire",&joybfire,0},
+    {"joyb_strafe",&joybstrafe,1},
+    {"joyb_use",&joybuse,3},
+    {"joyb_speed",&joybspeed,2},
+
+    {"screenblocks",&screenblocks, 9},
+    {"detaillevel",&detailLevel, 0},
+
+    {"snd_channels",&numChannels, 3},
+
+
+
+    {"usegamma",&usegamma, 0},
+
+    {"chatmacro0", (int *) &chat_macros[0], (int) HUSTR_CHATMACRO0 },
+    {"chatmacro1", (int *) &chat_macros[1], (int) HUSTR_CHATMACRO1 },
+    {"chatmacro2", (int *) &chat_macros[2], (int) HUSTR_CHATMACRO2 },
+    {"chatmacro3", (int *) &chat_macros[3], (int) HUSTR_CHATMACRO3 },
+    {"chatmacro4", (int *) &chat_macros[4], (int) HUSTR_CHATMACRO4 },
+    {"chatmacro5", (int *) &chat_macros[5], (int) HUSTR_CHATMACRO5 },
+    {"chatmacro6", (int *) &chat_macros[6], (int) HUSTR_CHATMACRO6 },
+    {"chatmacro7", (int *) &chat_macros[7], (int) HUSTR_CHATMACRO7 },
+    {"chatmacro8", (int *) &chat_macros[8], (int) HUSTR_CHATMACRO8 },
+    {"chatmacro9", (int *) &chat_macros[9], (int) HUSTR_CHATMACRO9 }
+
+};
+
+int	numdefaults;
+char*	defaultfile;
+
+
+//
+// M_SaveDefaults
+//
+void M_SaveDefaults (void)
+{
+    int		i;
+    int		v;
+    FILE*	f;
+	
+    f = fopen (defaultfile, "w");
+    if (!f)
+	return; // can't write the file, but don't complain
+		
+    for (i=0 ; i<numdefaults ; i++)
+    {
+	if (defaults[i].defaultvalue > -0xfff
+	    && defaults[i].defaultvalue < 0xfff)
+	{
+	    v = *defaults[i].location;
+	    fprintf (f,"%s\t\t%i\n",defaults[i].name,v);
+	} else {
+	    fprintf (f,"%s\t\t\"%s\"\n",defaults[i].name,
+		     * (char **) (defaults[i].location));
+	}
+    }
+	
+    fclose (f);
+}
+
+
+//
+// M_LoadDefaults
+//
+extern byte	scantokey[128];
+
+void M_LoadDefaults (void)
+{
+    int		i;
+    int		len;
+    FILE*	f;
+    char	def[80];
+    char	strparm[100];
+    char*	newstring;
+    int		parm;
+    boolean	isstring;
+    
+    // set everything to base values
+    numdefaults = sizeof(defaults)/sizeof(defaults[0]);
+    for (i=0 ; i<numdefaults ; i++)
+	*defaults[i].location = defaults[i].defaultvalue;
+    
+    // check for a custom default file
+    i = M_CheckParm ("-config");
+    if (i && i<myargc-1)
+    {
+	defaultfile = myargv[i+1];
+	printf ("	default file: %s\n",defaultfile);
+    }
+    else
+	defaultfile = basedefault;
+    
+    // read the file in, overriding any set defaults
+    f = fopen (defaultfile, "r");
+    if (f)
+    {
+	while (!feof(f))
+	{
+	    isstring = false;
+	    if (fscanf (f, "%79s %[^\n]\n", def, strparm) == 2)
+	    {
+		if (strparm[0] == '"')
+		{
+		    // get a string default
+		    isstring = true;
+		    len = strlen(strparm);
+		    newstring = (char *) malloc(len);
+		    strparm[len-1] = 0;
+		    strcpy(newstring, strparm+1);
+		}
+		else if (strparm[0] == '0' && strparm[1] == 'x')
+		    sscanf(strparm+2, "%x", &parm);
+		else
+		    sscanf(strparm, "%i", &parm);
+		for (i=0 ; i<numdefaults ; i++)
+		    if (!strcmp(def, defaults[i].name))
+		    {
+			if (!isstring)
+			    *defaults[i].location = parm;
+			else
+			    *defaults[i].location =
+				(int) newstring;
+			break;
+		    }
+	    }
+	}
+		
+	fclose (f);
+    }
+}
+
+
+//
+// SCREEN SHOTS
+//
+
+
+typedef struct
+{
+    char		manufacturer;
+    char		version;
+    char		encoding;
+    char		bits_per_pixel;
+
+    unsigned short	xmin;
+    unsigned short	ymin;
+    unsigned short	xmax;
+    unsigned short	ymax;
+    
+    unsigned short	hres;
+    unsigned short	vres;
+
+    unsigned char	palette[48];
+    
+    char		reserved;
+    char		color_planes;
+    unsigned short	bytes_per_line;
+    unsigned short	palette_type;
+    
+    char		filler[58];
+    unsigned char	data;		// unbounded
+} pcx_t;
+
+
+//
+// WritePCXfile
+//
+void
+WritePCXfile
+( char*		filename,
+  byte*		data,
+  int		width,
+  int		height,
+  byte*		palette )
+{
+    int		i;
+    int		length;
+    pcx_t*	pcx;
+    byte*	pack;
+	
+    pcx = Z_Malloc (width*height*2+1000, PU_STATIC, NULL);
+
+    pcx->manufacturer = 0x0a;		// PCX id
+    pcx->version = 5;			// 256 color
+    pcx->encoding = 1;			// uncompressed
+    pcx->bits_per_pixel = 8;		// 256 color
+    pcx->xmin = 0;
+    pcx->ymin = 0;
+    pcx->xmax = SHORT(width-1);
+    pcx->ymax = SHORT(height-1);
+    pcx->hres = SHORT(width);
+    pcx->vres = SHORT(height);
+    memset (pcx->palette,0,sizeof(pcx->palette));
+    pcx->color_planes = 1;		// chunky image
+    pcx->bytes_per_line = SHORT(width);
+    pcx->palette_type = SHORT(2);	// not a grey scale
+    memset (pcx->filler,0,sizeof(pcx->filler));
+
+
+    // pack the image
+    pack = &pcx->data;
+	
+    for (i=0 ; i<width*height ; i++)
+    {
+	if ( (*data & 0xc0) != 0xc0)
+	    *pack++ = *data++;
+	else
+	{
+	    *pack++ = 0xc1;
+	    *pack++ = *data++;
+	}
+    }
+    
+    // write the palette
+    *pack++ = 0x0c;	// palette ID byte
+    for (i=0 ; i<768 ; i++)
+	*pack++ = *palette++;
+    
+    // write output file
+    length = pack - (byte *)pcx;
+    M_WriteFile (filename, pcx, length);
+
+    Z_Free (pcx);
+}
+
+
+//
+// M_ScreenShot
+//
+void M_ScreenShot (void)
+{
+    int		i;
+    byte*	linear;
+    char	lbmname[12];
+    
+    // munge planar buffer to linear
+    linear = screens[2];
+    I_ReadScreen (linear);
+    
+    // find a file name to save it to
+    strcpy(lbmname,"DOOM00.pcx");
+		
+    for (i=0 ; i<=99 ; i++)
+    {
+	lbmname[4] = i/10 + '0';
+	lbmname[5] = i%10 + '0';
+	if (access(lbmname,0) == -1)
+	    break;	// file doesn't exist
+    }
+    if (i==100)
+	I_Error ("M_ScreenShot: Couldn't create a PCX");
+    
+    // save the pcx file
+    WritePCXfile (lbmname, linear,
+		  SCREENWIDTH, SCREENHEIGHT,
+		  W_CacheLumpName ("PLAYPAL",PU_CACHE));
+	
+    players[consoleplayer].message = "screen shot";
+}
+
+
--- /dev/null
+++ b/src/m_misc.h
@@ -1,0 +1,68 @@
+// Emacs style mode select   -*- C++ -*- 
+//-----------------------------------------------------------------------------
+//
+// $Id: m_misc.h 4 2005-07-23 16:19:41Z fraggle $
+//
+// Copyright (C) 1993-1996 by id Software, Inc.
+//
+// This source is available for distribution and/or modification
+// only under the terms of the DOOM Source Code License as
+// published by id Software. All rights reserved.
+//
+// The source is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
+// for more details.
+//
+// DESCRIPTION:
+//
+//    
+//-----------------------------------------------------------------------------
+
+
+#ifndef __M_MISC__
+#define __M_MISC__
+
+
+#include "doomtype.h"
+//
+// MISC
+//
+
+
+
+boolean
+M_WriteFile
+( char const*	name,
+  void*		source,
+  int		length );
+
+int
+M_ReadFile
+( char const*	name,
+  byte**	buffer );
+
+void M_ScreenShot (void);
+
+void M_LoadDefaults (void);
+
+void M_SaveDefaults (void);
+
+
+int
+M_DrawText
+( int		x,
+  int		y,
+  boolean	direct,
+  char*		string );
+
+
+#endif
+//-----------------------------------------------------------------------------
+//
+// $Log$
+// Revision 1.1  2005/07/23 16:19:54  fraggle
+// Initial revision
+//
+//
+//-----------------------------------------------------------------------------
--- /dev/null
+++ b/src/m_random.c
@@ -1,0 +1,79 @@
+// Emacs style mode select   -*- C++ -*- 
+//-----------------------------------------------------------------------------
+//
+// $Id: m_random.c 4 2005-07-23 16:19:41Z fraggle $
+//
+// Copyright (C) 1993-1996 by id Software, Inc.
+//
+// This source is available for distribution and/or modification
+// only under the terms of the DOOM Source Code License as
+// published by id Software. All rights reserved.
+//
+// The source is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
+// for more details.
+//
+// $Log$
+// Revision 1.1  2005/07/23 16:20:27  fraggle
+// Initial revision
+//
+//
+// DESCRIPTION:
+//	Random number LUT.
+//
+//-----------------------------------------------------------------------------
+
+static const char rcsid[] = "$Id: m_random.c 4 2005-07-23 16:19:41Z fraggle $";
+
+
+//
+// M_Random
+// Returns a 0-255 number
+//
+unsigned char rndtable[256] = {
+    0,   8, 109, 220, 222, 241, 149, 107,  75, 248, 254, 140,  16,  66 ,
+    74,  21, 211,  47,  80, 242, 154,  27, 205, 128, 161,  89,  77,  36 ,
+    95, 110,  85,  48, 212, 140, 211, 249,  22,  79, 200,  50,  28, 188 ,
+    52, 140, 202, 120,  68, 145,  62,  70, 184, 190,  91, 197, 152, 224 ,
+    149, 104,  25, 178, 252, 182, 202, 182, 141, 197,   4,  81, 181, 242 ,
+    145,  42,  39, 227, 156, 198, 225, 193, 219,  93, 122, 175, 249,   0 ,
+    175, 143,  70, 239,  46, 246, 163,  53, 163, 109, 168, 135,   2, 235 ,
+    25,  92,  20, 145, 138,  77,  69, 166,  78, 176, 173, 212, 166, 113 ,
+    94, 161,  41,  50, 239,  49, 111, 164,  70,  60,   2,  37, 171,  75 ,
+    136, 156,  11,  56,  42, 146, 138, 229,  73, 146,  77,  61,  98, 196 ,
+    135, 106,  63, 197, 195,  86,  96, 203, 113, 101, 170, 247, 181, 113 ,
+    80, 250, 108,   7, 255, 237, 129, 226,  79, 107, 112, 166, 103, 241 ,
+    24, 223, 239, 120, 198,  58,  60,  82, 128,   3, 184,  66, 143, 224 ,
+    145, 224,  81, 206, 163,  45,  63,  90, 168, 114,  59,  33, 159,  95 ,
+    28, 139, 123,  98, 125, 196,  15,  70, 194, 253,  54,  14, 109, 226 ,
+    71,  17, 161,  93, 186,  87, 244, 138,  20,  52, 123, 251,  26,  36 ,
+    17,  46,  52, 231, 232,  76,  31, 221,  84,  37, 216, 165, 212, 106 ,
+    197, 242,  98,  43,  39, 175, 254, 145, 190,  84, 118, 222, 187, 136 ,
+    120, 163, 236, 249
+};
+
+int	rndindex = 0;
+int	prndindex = 0;
+
+// Which one is deterministic?
+int P_Random (void)
+{
+    prndindex = (prndindex+1)&0xff;
+    return rndtable[prndindex];
+}
+
+int M_Random (void)
+{
+    rndindex = (rndindex+1)&0xff;
+    return rndtable[rndindex];
+}
+
+void M_ClearRandom (void)
+{
+    rndindex = prndindex = 0;
+}
+
+
+
+
--- /dev/null
+++ b/src/m_random.h
@@ -1,0 +1,50 @@
+// Emacs style mode select   -*- C++ -*- 
+//-----------------------------------------------------------------------------
+//
+// $Id: m_random.h 4 2005-07-23 16:19:41Z fraggle $
+//
+// Copyright (C) 1993-1996 by id Software, Inc.
+//
+// This source is available for distribution and/or modification
+// only under the terms of the DOOM Source Code License as
+// published by id Software. All rights reserved.
+//
+// The source is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
+// for more details.
+//
+// DESCRIPTION:
+//
+//    
+//-----------------------------------------------------------------------------
+
+
+#ifndef __M_RANDOM__
+#define __M_RANDOM__
+
+
+#include "doomtype.h"
+
+
+
+// Returns a number from 0 to 255,
+// from a lookup table.
+int M_Random (void);
+
+// As M_Random, but used only by the play simulation.
+int P_Random (void);
+
+// Fix randoms for demos.
+void M_ClearRandom (void);
+
+
+#endif
+//-----------------------------------------------------------------------------
+//
+// $Log$
+// Revision 1.1  2005/07/23 16:20:27  fraggle
+// Initial revision
+//
+//
+//-----------------------------------------------------------------------------
--- /dev/null
+++ b/src/m_swap.c
@@ -1,0 +1,60 @@
+// Emacs style mode select   -*- C++ -*- 
+//-----------------------------------------------------------------------------
+//
+// $Id: m_swap.c 4 2005-07-23 16:19:41Z fraggle $
+//
+// Copyright (C) 1993-1996 by id Software, Inc.
+//
+// This source is available for distribution and/or modification
+// only under the terms of the DOOM Source Code License as
+// published by id Software. All rights reserved.
+//
+// The source is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
+// for more details.
+//
+// $Log$
+// Revision 1.1  2005/07/23 16:19:58  fraggle
+// Initial revision
+//
+//
+// DESCRIPTION:
+//	Endianess handling, swapping 16bit and 32bit.
+//
+//-----------------------------------------------------------------------------
+
+static const char
+rcsid[] = "$Id: m_swap.c 4 2005-07-23 16:19:41Z fraggle $";
+
+
+#ifdef __GNUG__
+#pragma implementation "m_swap.h"
+#endif
+#include "m_swap.h"
+
+
+// Not needed with big endian.
+#ifndef __BIG_ENDIAN__
+
+// Swap 16bit, that is, MSB and LSB byte.
+unsigned short SwapSHORT(unsigned short x)
+{
+    // No masking with 0xFF should be necessary. 
+    return (x>>8) | (x<<8);
+}
+
+// Swapping 32bit.
+unsigned long SwapLONG( unsigned long x)
+{
+    return
+	(x>>24)
+	| ((x>>8) & 0xff00)
+	| ((x<<8) & 0xff0000)
+	| (x<<24);
+}
+
+
+#endif
+
+
--- /dev/null
+++ b/src/m_swap.h
@@ -1,0 +1,55 @@
+// Emacs style mode select   -*- C++ -*- 
+//-----------------------------------------------------------------------------
+//
+// $Id: m_swap.h 4 2005-07-23 16:19:41Z fraggle $
+//
+// Copyright (C) 1993-1996 by id Software, Inc.
+//
+// This source is available for distribution and/or modification
+// only under the terms of the DOOM Source Code License as
+// published by id Software. All rights reserved.
+//
+// The source is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
+// for more details.
+//
+// DESCRIPTION:
+//	Endianess handling, swapping 16bit and 32bit.
+//
+//-----------------------------------------------------------------------------
+
+
+#ifndef __M_SWAP__
+#define __M_SWAP__
+
+
+#ifdef __GNUG__
+#pragma interface
+#endif
+
+
+// Endianess handling.
+// WAD files are stored little endian.
+#ifdef __BIG_ENDIAN__
+short	SwapSHORT(short);
+long	SwapLONG(long);
+#define SHORT(x)	((short)SwapSHORT((unsigned short) (x)))
+#define LONG(x)         ((long)SwapLONG((unsigned long) (x)))
+#else
+#define SHORT(x)	(x)
+#define LONG(x)         (x)
+#endif
+
+
+
+
+#endif
+//-----------------------------------------------------------------------------
+//
+// $Log$
+// Revision 1.1  2005/07/23 16:19:58  fraggle
+// Initial revision
+//
+//
+//-----------------------------------------------------------------------------
--- /dev/null
+++ b/src/p_ceilng.c
@@ -1,0 +1,338 @@
+// Emacs style mode select   -*- C++ -*- 
+//-----------------------------------------------------------------------------
+//
+// $Id: p_ceilng.c 4 2005-07-23 16:19:41Z fraggle $
+//
+// Copyright (C) 1993-1996 by id Software, Inc.
+//
+// This source is available for distribution and/or modification
+// only under the terms of the DOOM Source Code License as
+// published by id Software. All rights reserved.
+//
+// The source is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
+// for more details.
+//
+// $Log$
+// Revision 1.1  2005/07/23 16:20:45  fraggle
+// Initial revision
+//
+//
+// DESCRIPTION:  Ceiling aninmation (lowering, crushing, raising)
+//
+//-----------------------------------------------------------------------------
+
+static const char
+rcsid[] = "$Id: p_ceilng.c 4 2005-07-23 16:19:41Z fraggle $";
+
+
+#include "z_zone.h"
+#include "doomdef.h"
+#include "p_local.h"
+
+#include "s_sound.h"
+
+// State.
+#include "doomstat.h"
+#include "r_state.h"
+
+// Data.
+#include "sounds.h"
+
+//
+// CEILINGS
+//
+
+
+ceiling_t*	activeceilings[MAXCEILINGS];
+
+
+//
+// T_MoveCeiling
+//
+
+void T_MoveCeiling (ceiling_t* ceiling)
+{
+    result_e	res;
+	
+    switch(ceiling->direction)
+    {
+      case 0:
+	// IN STASIS
+	break;
+      case 1:
+	// UP
+	res = T_MovePlane(ceiling->sector,
+			  ceiling->speed,
+			  ceiling->topheight,
+			  false,1,ceiling->direction);
+	
+	if (!(leveltime&7))
+	{
+	    switch(ceiling->type)
+	    {
+	      case silentCrushAndRaise:
+		break;
+	      default:
+		S_StartSound((mobj_t *)&ceiling->sector->soundorg,
+			     sfx_stnmov);
+		// ?
+		break;
+	    }
+	}
+	
+	if (res == pastdest)
+	{
+	    switch(ceiling->type)
+	    {
+	      case raiseToHighest:
+		P_RemoveActiveCeiling(ceiling);
+		break;
+		
+	      case silentCrushAndRaise:
+		S_StartSound((mobj_t *)&ceiling->sector->soundorg,
+			     sfx_pstop);
+	      case fastCrushAndRaise:
+	      case crushAndRaise:
+		ceiling->direction = -1;
+		break;
+		
+	      default:
+		break;
+	    }
+	    
+	}
+	break;
+	
+      case -1:
+	// DOWN
+	res = T_MovePlane(ceiling->sector,
+			  ceiling->speed,
+			  ceiling->bottomheight,
+			  ceiling->crush,1,ceiling->direction);
+	
+	if (!(leveltime&7))
+	{
+	    switch(ceiling->type)
+	    {
+	      case silentCrushAndRaise: break;
+	      default:
+		S_StartSound((mobj_t *)&ceiling->sector->soundorg,
+			     sfx_stnmov);
+	    }
+	}
+	
+	if (res == pastdest)
+	{
+	    switch(ceiling->type)
+	    {
+	      case silentCrushAndRaise:
+		S_StartSound((mobj_t *)&ceiling->sector->soundorg,
+			     sfx_pstop);
+	      case crushAndRaise:
+		ceiling->speed = CEILSPEED;
+	      case fastCrushAndRaise:
+		ceiling->direction = 1;
+		break;
+
+	      case lowerAndCrush:
+	      case lowerToFloor:
+		P_RemoveActiveCeiling(ceiling);
+		break;
+
+	      default:
+		break;
+	    }
+	}
+	else // ( res != pastdest )
+	{
+	    if (res == crushed)
+	    {
+		switch(ceiling->type)
+		{
+		  case silentCrushAndRaise:
+		  case crushAndRaise:
+		  case lowerAndCrush:
+		    ceiling->speed = CEILSPEED / 8;
+		    break;
+
+		  default:
+		    break;
+		}
+	    }
+	}
+	break;
+    }
+}
+
+
+//
+// EV_DoCeiling
+// Move a ceiling up/down and all around!
+//
+int
+EV_DoCeiling
+( line_t*	line,
+  ceiling_e	type )
+{
+    int		secnum;
+    int		rtn;
+    sector_t*	sec;
+    ceiling_t*	ceiling;
+	
+    secnum = -1;
+    rtn = 0;
+    
+    //	Reactivate in-stasis ceilings...for certain types.
+    switch(type)
+    {
+      case fastCrushAndRaise:
+      case silentCrushAndRaise:
+      case crushAndRaise:
+	P_ActivateInStasisCeiling(line);
+      default:
+	break;
+    }
+	
+    while ((secnum = P_FindSectorFromLineTag(line,secnum)) >= 0)
+    {
+	sec = &sectors[secnum];
+	if (sec->specialdata)
+	    continue;
+	
+	// new door thinker
+	rtn = 1;
+	ceiling = Z_Malloc (sizeof(*ceiling), PU_LEVSPEC, 0);
+	P_AddThinker (&ceiling->thinker);
+	sec->specialdata = ceiling;
+	ceiling->thinker.function.acp1 = (actionf_p1)T_MoveCeiling;
+	ceiling->sector = sec;
+	ceiling->crush = false;
+	
+	switch(type)
+	{
+	  case fastCrushAndRaise:
+	    ceiling->crush = true;
+	    ceiling->topheight = sec->ceilingheight;
+	    ceiling->bottomheight = sec->floorheight + (8*FRACUNIT);
+	    ceiling->direction = -1;
+	    ceiling->speed = CEILSPEED * 2;
+	    break;
+
+	  case silentCrushAndRaise:
+	  case crushAndRaise:
+	    ceiling->crush = true;
+	    ceiling->topheight = sec->ceilingheight;
+	  case lowerAndCrush:
+	  case lowerToFloor:
+	    ceiling->bottomheight = sec->floorheight;
+	    if (type != lowerToFloor)
+		ceiling->bottomheight += 8*FRACUNIT;
+	    ceiling->direction = -1;
+	    ceiling->speed = CEILSPEED;
+	    break;
+
+	  case raiseToHighest:
+	    ceiling->topheight = P_FindHighestCeilingSurrounding(sec);
+	    ceiling->direction = 1;
+	    ceiling->speed = CEILSPEED;
+	    break;
+	}
+		
+	ceiling->tag = sec->tag;
+	ceiling->type = type;
+	P_AddActiveCeiling(ceiling);
+    }
+    return rtn;
+}
+
+
+//
+// Add an active ceiling
+//
+void P_AddActiveCeiling(ceiling_t* c)
+{
+    int		i;
+    
+    for (i = 0; i < MAXCEILINGS;i++)
+    {
+	if (activeceilings[i] == NULL)
+	{
+	    activeceilings[i] = c;
+	    return;
+	}
+    }
+}
+
+
+
+//
+// Remove a ceiling's thinker
+//
+void P_RemoveActiveCeiling(ceiling_t* c)
+{
+    int		i;
+	
+    for (i = 0;i < MAXCEILINGS;i++)
+    {
+	if (activeceilings[i] == c)
+	{
+	    activeceilings[i]->sector->specialdata = NULL;
+	    P_RemoveThinker (&activeceilings[i]->thinker);
+	    activeceilings[i] = NULL;
+	    break;
+	}
+    }
+}
+
+
+
+//
+// Restart a ceiling that's in-stasis
+//
+void P_ActivateInStasisCeiling(line_t* line)
+{
+    int		i;
+	
+    for (i = 0;i < MAXCEILINGS;i++)
+    {
+	if (activeceilings[i]
+	    && (activeceilings[i]->tag == line->tag)
+	    && (activeceilings[i]->direction == 0))
+	{
+	    activeceilings[i]->direction = activeceilings[i]->olddirection;
+	    activeceilings[i]->thinker.function.acp1
+	      = (actionf_p1)T_MoveCeiling;
+	}
+    }
+}
+
+
+
+//
+// EV_CeilingCrushStop
+// Stop a ceiling from crushing!
+//
+int	EV_CeilingCrushStop(line_t	*line)
+{
+    int		i;
+    int		rtn;
+	
+    rtn = 0;
+    for (i = 0;i < MAXCEILINGS;i++)
+    {
+	if (activeceilings[i]
+	    && (activeceilings[i]->tag == line->tag)
+	    && (activeceilings[i]->direction != 0))
+	{
+	    activeceilings[i]->olddirection = activeceilings[i]->direction;
+	    activeceilings[i]->thinker.function.acv = (actionf_v)NULL;
+	    activeceilings[i]->direction = 0;		// in-stasis
+	    rtn = 1;
+	}
+    }
+    
+
+    return rtn;
+}
--- /dev/null
+++ b/src/p_doors.c
@@ -1,0 +1,767 @@
+// Emacs style mode select   -*- C++ -*- 
+//-----------------------------------------------------------------------------
+//
+// $Id: p_doors.c 4 2005-07-23 16:19:41Z fraggle $
+//
+// Copyright (C) 1993-1996 by id Software, Inc.
+//
+// This source is available for distribution and/or modification
+// only under the terms of the DOOM Source Code License as
+// published by id Software. All rights reserved.
+//
+// The source is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
+// for more details.
+//
+// $Log$
+// Revision 1.1  2005/07/23 16:20:34  fraggle
+// Initial revision
+//
+//
+// DESCRIPTION: Door animation code (opening/closing)
+//
+//-----------------------------------------------------------------------------
+
+static const char
+rcsid[] = "$Id: p_doors.c 4 2005-07-23 16:19:41Z fraggle $";
+
+
+#include "z_zone.h"
+#include "doomdef.h"
+#include "p_local.h"
+
+#include "s_sound.h"
+
+
+// State.
+#include "doomstat.h"
+#include "r_state.h"
+
+// Data.
+#include "dstrings.h"
+#include "sounds.h"
+
+#if 0
+//
+// Sliding door frame information
+//
+slidename_t	slideFrameNames[MAXSLIDEDOORS] =
+{
+    {"GDOORF1","GDOORF2","GDOORF3","GDOORF4",	// front
+     "GDOORB1","GDOORB2","GDOORB3","GDOORB4"},	// back
+	 
+    {"\0","\0","\0","\0"}
+};
+#endif
+
+
+//
+// VERTICAL DOORS
+//
+
+//
+// T_VerticalDoor
+//
+void T_VerticalDoor (vldoor_t* door)
+{
+    result_e	res;
+	
+    switch(door->direction)
+    {
+      case 0:
+	// WAITING
+	if (!--door->topcountdown)
+	{
+	    switch(door->type)
+	    {
+	      case blazeRaise:
+		door->direction = -1; // time to go back down
+		S_StartSound((mobj_t *)&door->sector->soundorg,
+			     sfx_bdcls);
+		break;
+		
+	      case normal:
+		door->direction = -1; // time to go back down
+		S_StartSound((mobj_t *)&door->sector->soundorg,
+			     sfx_dorcls);
+		break;
+		
+	      case close30ThenOpen:
+		door->direction = 1;
+		S_StartSound((mobj_t *)&door->sector->soundorg,
+			     sfx_doropn);
+		break;
+		
+	      default:
+		break;
+	    }
+	}
+	break;
+	
+      case 2:
+	//  INITIAL WAIT
+	if (!--door->topcountdown)
+	{
+	    switch(door->type)
+	    {
+	      case raiseIn5Mins:
+		door->direction = 1;
+		door->type = normal;
+		S_StartSound((mobj_t *)&door->sector->soundorg,
+			     sfx_doropn);
+		break;
+		
+	      default:
+		break;
+	    }
+	}
+	break;
+	
+      case -1:
+	// DOWN
+	res = T_MovePlane(door->sector,
+			  door->speed,
+			  door->sector->floorheight,
+			  false,1,door->direction);
+	if (res == pastdest)
+	{
+	    switch(door->type)
+	    {
+	      case blazeRaise:
+	      case blazeClose:
+		door->sector->specialdata = NULL;
+		P_RemoveThinker (&door->thinker);  // unlink and free
+		S_StartSound((mobj_t *)&door->sector->soundorg,
+			     sfx_bdcls);
+		break;
+		
+	      case normal:
+	      case close:
+		door->sector->specialdata = NULL;
+		P_RemoveThinker (&door->thinker);  // unlink and free
+		break;
+		
+	      case close30ThenOpen:
+		door->direction = 0;
+		door->topcountdown = 35*30;
+		break;
+		
+	      default:
+		break;
+	    }
+	}
+	else if (res == crushed)
+	{
+	    switch(door->type)
+	    {
+	      case blazeClose:
+	      case close:		// DO NOT GO BACK UP!
+		break;
+		
+	      default:
+		door->direction = 1;
+		S_StartSound((mobj_t *)&door->sector->soundorg,
+			     sfx_doropn);
+		break;
+	    }
+	}
+	break;
+	
+      case 1:
+	// UP
+	res = T_MovePlane(door->sector,
+			  door->speed,
+			  door->topheight,
+			  false,1,door->direction);
+	
+	if (res == pastdest)
+	{
+	    switch(door->type)
+	    {
+	      case blazeRaise:
+	      case normal:
+		door->direction = 0; // wait at top
+		door->topcountdown = door->topwait;
+		break;
+		
+	      case close30ThenOpen:
+	      case blazeOpen:
+	      case open:
+		door->sector->specialdata = NULL;
+		P_RemoveThinker (&door->thinker);  // unlink and free
+		break;
+		
+	      default:
+		break;
+	    }
+	}
+	break;
+    }
+}
+
+
+//
+// EV_DoLockedDoor
+// Move a locked door up/down
+//
+
+int
+EV_DoLockedDoor
+( line_t*	line,
+  vldoor_e	type,
+  mobj_t*	thing )
+{
+    player_t*	p;
+	
+    p = thing->player;
+	
+    if (!p)
+	return 0;
+		
+    switch(line->special)
+    {
+      case 99:	// Blue Lock
+      case 133:
+	if ( !p )
+	    return 0;
+	if (!p->cards[it_bluecard] && !p->cards[it_blueskull])
+	{
+	    p->message = PD_BLUEO;
+	    S_StartSound(NULL,sfx_oof);
+	    return 0;
+	}
+	break;
+	
+      case 134: // Red Lock
+      case 135:
+	if ( !p )
+	    return 0;
+	if (!p->cards[it_redcard] && !p->cards[it_redskull])
+	{
+	    p->message = PD_REDO;
+	    S_StartSound(NULL,sfx_oof);
+	    return 0;
+	}
+	break;
+	
+      case 136:	// Yellow Lock
+      case 137:
+	if ( !p )
+	    return 0;
+	if (!p->cards[it_yellowcard] &&
+	    !p->cards[it_yellowskull])
+	{
+	    p->message = PD_YELLOWO;
+	    S_StartSound(NULL,sfx_oof);
+	    return 0;
+	}
+	break;	
+    }
+
+    return EV_DoDoor(line,type);
+}
+
+
+int
+EV_DoDoor
+( line_t*	line,
+  vldoor_e	type )
+{
+    int		secnum,rtn;
+    sector_t*	sec;
+    vldoor_t*	door;
+	
+    secnum = -1;
+    rtn = 0;
+    
+    while ((secnum = P_FindSectorFromLineTag(line,secnum)) >= 0)
+    {
+	sec = &sectors[secnum];
+	if (sec->specialdata)
+	    continue;
+		
+	
+	// new door thinker
+	rtn = 1;
+	door = Z_Malloc (sizeof(*door), PU_LEVSPEC, 0);
+	P_AddThinker (&door->thinker);
+	sec->specialdata = door;
+
+	door->thinker.function.acp1 = (actionf_p1) T_VerticalDoor;
+	door->sector = sec;
+	door->type = type;
+	door->topwait = VDOORWAIT;
+	door->speed = VDOORSPEED;
+		
+	switch(type)
+	{
+	  case blazeClose:
+	    door->topheight = P_FindLowestCeilingSurrounding(sec);
+	    door->topheight -= 4*FRACUNIT;
+	    door->direction = -1;
+	    door->speed = VDOORSPEED * 4;
+	    S_StartSound((mobj_t *)&door->sector->soundorg,
+			 sfx_bdcls);
+	    break;
+	    
+	  case close:
+	    door->topheight = P_FindLowestCeilingSurrounding(sec);
+	    door->topheight -= 4*FRACUNIT;
+	    door->direction = -1;
+	    S_StartSound((mobj_t *)&door->sector->soundorg,
+			 sfx_dorcls);
+	    break;
+	    
+	  case close30ThenOpen:
+	    door->topheight = sec->ceilingheight;
+	    door->direction = -1;
+	    S_StartSound((mobj_t *)&door->sector->soundorg,
+			 sfx_dorcls);
+	    break;
+	    
+	  case blazeRaise:
+	  case blazeOpen:
+	    door->direction = 1;
+	    door->topheight = P_FindLowestCeilingSurrounding(sec);
+	    door->topheight -= 4*FRACUNIT;
+	    door->speed = VDOORSPEED * 4;
+	    if (door->topheight != sec->ceilingheight)
+		S_StartSound((mobj_t *)&door->sector->soundorg,
+			     sfx_bdopn);
+	    break;
+	    
+	  case normal:
+	  case open:
+	    door->direction = 1;
+	    door->topheight = P_FindLowestCeilingSurrounding(sec);
+	    door->topheight -= 4*FRACUNIT;
+	    if (door->topheight != sec->ceilingheight)
+		S_StartSound((mobj_t *)&door->sector->soundorg,
+			     sfx_doropn);
+	    break;
+	    
+	  default:
+	    break;
+	}
+		
+    }
+    return rtn;
+}
+
+
+//
+// EV_VerticalDoor : open a door manually, no tag value
+//
+void
+EV_VerticalDoor
+( line_t*	line,
+  mobj_t*	thing )
+{
+    player_t*	player;
+    int		secnum;
+    sector_t*	sec;
+    vldoor_t*	door;
+    int		side;
+	
+    side = 0;	// only front sides can be used
+
+    //	Check for locks
+    player = thing->player;
+		
+    switch(line->special)
+    {
+      case 26: // Blue Lock
+      case 32:
+	if ( !player )
+	    return;
+	
+	if (!player->cards[it_bluecard] && !player->cards[it_blueskull])
+	{
+	    player->message = PD_BLUEK;
+	    S_StartSound(NULL,sfx_oof);
+	    return;
+	}
+	break;
+	
+      case 27: // Yellow Lock
+      case 34:
+	if ( !player )
+	    return;
+	
+	if (!player->cards[it_yellowcard] &&
+	    !player->cards[it_yellowskull])
+	{
+	    player->message = PD_YELLOWK;
+	    S_StartSound(NULL,sfx_oof);
+	    return;
+	}
+	break;
+	
+      case 28: // Red Lock
+      case 33:
+	if ( !player )
+	    return;
+	
+	if (!player->cards[it_redcard] && !player->cards[it_redskull])
+	{
+	    player->message = PD_REDK;
+	    S_StartSound(NULL,sfx_oof);
+	    return;
+	}
+	break;
+    }
+	
+    // if the sector has an active thinker, use it
+    sec = sides[ line->sidenum[side^1]] .sector;
+    secnum = sec-sectors;
+
+    if (sec->specialdata)
+    {
+	door = sec->specialdata;
+	switch(line->special)
+	{
+	  case	1: // ONLY FOR "RAISE" DOORS, NOT "OPEN"s
+	  case	26:
+	  case	27:
+	  case	28:
+	  case	117:
+	    if (door->direction == -1)
+		door->direction = 1;	// go back up
+	    else
+	    {
+		if (!thing->player)
+		    return;		// JDC: bad guys never close doors
+		
+		door->direction = -1;	// start going down immediately
+	    }
+	    return;
+	}
+    }
+	
+    // for proper sound
+    switch(line->special)
+    {
+      case 117:	// BLAZING DOOR RAISE
+      case 118:	// BLAZING DOOR OPEN
+	S_StartSound((mobj_t *)&sec->soundorg,sfx_bdopn);
+	break;
+	
+      case 1:	// NORMAL DOOR SOUND
+      case 31:
+	S_StartSound((mobj_t *)&sec->soundorg,sfx_doropn);
+	break;
+	
+      default:	// LOCKED DOOR SOUND
+	S_StartSound((mobj_t *)&sec->soundorg,sfx_doropn);
+	break;
+    }
+	
+    
+    // new door thinker
+    door = Z_Malloc (sizeof(*door), PU_LEVSPEC, 0);
+    P_AddThinker (&door->thinker);
+    sec->specialdata = door;
+    door->thinker.function.acp1 = (actionf_p1) T_VerticalDoor;
+    door->sector = sec;
+    door->direction = 1;
+    door->speed = VDOORSPEED;
+    door->topwait = VDOORWAIT;
+
+    switch(line->special)
+    {
+      case 1:
+      case 26:
+      case 27:
+      case 28:
+	door->type = normal;
+	break;
+	
+      case 31:
+      case 32:
+      case 33:
+      case 34:
+	door->type = open;
+	line->special = 0;
+	break;
+	
+      case 117:	// blazing door raise
+	door->type = blazeRaise;
+	door->speed = VDOORSPEED*4;
+	break;
+      case 118:	// blazing door open
+	door->type = blazeOpen;
+	line->special = 0;
+	door->speed = VDOORSPEED*4;
+	break;
+    }
+    
+    // find the top and bottom of the movement range
+    door->topheight = P_FindLowestCeilingSurrounding(sec);
+    door->topheight -= 4*FRACUNIT;
+}
+
+
+//
+// Spawn a door that closes after 30 seconds
+//
+void P_SpawnDoorCloseIn30 (sector_t* sec)
+{
+    vldoor_t*	door;
+	
+    door = Z_Malloc ( sizeof(*door), PU_LEVSPEC, 0);
+
+    P_AddThinker (&door->thinker);
+
+    sec->specialdata = door;
+    sec->special = 0;
+
+    door->thinker.function.acp1 = (actionf_p1)T_VerticalDoor;
+    door->sector = sec;
+    door->direction = 0;
+    door->type = normal;
+    door->speed = VDOORSPEED;
+    door->topcountdown = 30 * 35;
+}
+
+//
+// Spawn a door that opens after 5 minutes
+//
+void
+P_SpawnDoorRaiseIn5Mins
+( sector_t*	sec,
+  int		secnum )
+{
+    vldoor_t*	door;
+	
+    door = Z_Malloc ( sizeof(*door), PU_LEVSPEC, 0);
+    
+    P_AddThinker (&door->thinker);
+
+    sec->specialdata = door;
+    sec->special = 0;
+
+    door->thinker.function.acp1 = (actionf_p1)T_VerticalDoor;
+    door->sector = sec;
+    door->direction = 2;
+    door->type = raiseIn5Mins;
+    door->speed = VDOORSPEED;
+    door->topheight = P_FindLowestCeilingSurrounding(sec);
+    door->topheight -= 4*FRACUNIT;
+    door->topwait = VDOORWAIT;
+    door->topcountdown = 5 * 60 * 35;
+}
+
+
+
+// UNUSED
+// Separate into p_slidoor.c?
+
+#if 0		// ABANDONED TO THE MISTS OF TIME!!!
+//
+// EV_SlidingDoor : slide a door horizontally
+// (animate midtexture, then set noblocking line)
+//
+
+
+slideframe_t slideFrames[MAXSLIDEDOORS];
+
+void P_InitSlidingDoorFrames(void)
+{
+    int		i;
+    int		f1;
+    int		f2;
+    int		f3;
+    int		f4;
+	
+    // DOOM II ONLY...
+    if ( gamemode != commercial)
+	return;
+	
+    for (i = 0;i < MAXSLIDEDOORS; i++)
+    {
+	if (!slideFrameNames[i].frontFrame1[0])
+	    break;
+			
+	f1 = R_TextureNumForName(slideFrameNames[i].frontFrame1);
+	f2 = R_TextureNumForName(slideFrameNames[i].frontFrame2);
+	f3 = R_TextureNumForName(slideFrameNames[i].frontFrame3);
+	f4 = R_TextureNumForName(slideFrameNames[i].frontFrame4);
+
+	slideFrames[i].frontFrames[0] = f1;
+	slideFrames[i].frontFrames[1] = f2;
+	slideFrames[i].frontFrames[2] = f3;
+	slideFrames[i].frontFrames[3] = f4;
+		
+	f1 = R_TextureNumForName(slideFrameNames[i].backFrame1);
+	f2 = R_TextureNumForName(slideFrameNames[i].backFrame2);
+	f3 = R_TextureNumForName(slideFrameNames[i].backFrame3);
+	f4 = R_TextureNumForName(slideFrameNames[i].backFrame4);
+
+	slideFrames[i].backFrames[0] = f1;
+	slideFrames[i].backFrames[1] = f2;
+	slideFrames[i].backFrames[2] = f3;
+	slideFrames[i].backFrames[3] = f4;
+    }
+}
+
+
+//
+// Return index into "slideFrames" array
+// for which door type to use
+//
+int P_FindSlidingDoorType(line_t*	line)
+{
+    int		i;
+    int		val;
+	
+    for (i = 0;i < MAXSLIDEDOORS;i++)
+    {
+	val = sides[line->sidenum[0]].midtexture;
+	if (val == slideFrames[i].frontFrames[0])
+	    return i;
+    }
+	
+    return -1;
+}
+
+void T_SlidingDoor (slidedoor_t*	door)
+{
+    switch(door->status)
+    {
+      case sd_opening:
+	if (!door->timer--)
+	{
+	    if (++door->frame == SNUMFRAMES)
+	    {
+		// IF DOOR IS DONE OPENING...
+		sides[door->line->sidenum[0]].midtexture = 0;
+		sides[door->line->sidenum[1]].midtexture = 0;
+		door->line->flags &= ML_BLOCKING^0xff;
+					
+		if (door->type == sdt_openOnly)
+		{
+		    door->frontsector->specialdata = NULL;
+		    P_RemoveThinker (&door->thinker);
+		    break;
+		}
+					
+		door->timer = SDOORWAIT;
+		door->status = sd_waiting;
+	    }
+	    else
+	    {
+		// IF DOOR NEEDS TO ANIMATE TO NEXT FRAME...
+		door->timer = SWAITTICS;
+					
+		sides[door->line->sidenum[0]].midtexture =
+		    slideFrames[door->whichDoorIndex].
+		    frontFrames[door->frame];
+		sides[door->line->sidenum[1]].midtexture =
+		    slideFrames[door->whichDoorIndex].
+		    backFrames[door->frame];
+	    }
+	}
+	break;
+			
+      case sd_waiting:
+	// IF DOOR IS DONE WAITING...
+	if (!door->timer--)
+	{
+	    // CAN DOOR CLOSE?
+	    if (door->frontsector->thinglist != NULL ||
+		door->backsector->thinglist != NULL)
+	    {
+		door->timer = SDOORWAIT;
+		break;
+	    }
+
+	    //door->frame = SNUMFRAMES-1;
+	    door->status = sd_closing;
+	    door->timer = SWAITTICS;
+	}
+	break;
+			
+      case sd_closing:
+	if (!door->timer--)
+	{
+	    if (--door->frame < 0)
+	    {
+		// IF DOOR IS DONE CLOSING...
+		door->line->flags |= ML_BLOCKING;
+		door->frontsector->specialdata = NULL;
+		P_RemoveThinker (&door->thinker);
+		break;
+	    }
+	    else
+	    {
+		// IF DOOR NEEDS TO ANIMATE TO NEXT FRAME...
+		door->timer = SWAITTICS;
+					
+		sides[door->line->sidenum[0]].midtexture =
+		    slideFrames[door->whichDoorIndex].
+		    frontFrames[door->frame];
+		sides[door->line->sidenum[1]].midtexture =
+		    slideFrames[door->whichDoorIndex].
+		    backFrames[door->frame];
+	    }
+	}
+	break;
+    }
+}
+
+
+
+void
+EV_SlidingDoor
+( line_t*	line,
+  mobj_t*	thing )
+{
+    sector_t*		sec;
+    slidedoor_t*	door;
+	
+    // DOOM II ONLY...
+    if (gamemode != commercial)
+	return;
+    
+    // Make sure door isn't already being animated
+    sec = line->frontsector;
+    door = NULL;
+    if (sec->specialdata)
+    {
+	if (!thing->player)
+	    return;
+			
+	door = sec->specialdata;
+	if (door->type == sdt_openAndClose)
+	{
+	    if (door->status == sd_waiting)
+		door->status = sd_closing;
+	}
+	else
+	    return;
+    }
+    
+    // Init sliding door vars
+    if (!door)
+    {
+	door = Z_Malloc (sizeof(*door), PU_LEVSPEC, 0);
+	P_AddThinker (&door->thinker);
+	sec->specialdata = door;
+		
+	door->type = sdt_openAndClose;
+	door->status = sd_opening;
+	door->whichDoorIndex = P_FindSlidingDoorType(line);
+
+	if (door->whichDoorIndex < 0)
+	    I_Error("EV_SlidingDoor: Can't use texture for sliding door!");
+			
+	door->frontsector = sec;
+	door->backsector = line->backsector;
+	door->thinker.function = T_SlidingDoor;
+	door->timer = SWAITTICS;
+	door->frame = 0;
+	door->line = line;
+    }
+}
+#endif
--- /dev/null
+++ b/src/p_enemy.c
@@ -1,0 +1,2011 @@
+// Emacs style mode select   -*- C++ -*- 
+//-----------------------------------------------------------------------------
+//
+// $Id: p_enemy.c 4 2005-07-23 16:19:41Z fraggle $
+//
+// Copyright (C) 1993-1996 by id Software, Inc.
+//
+// This source is available for distribution and/or modification
+// only under the terms of the DOOM Source Code License as
+// published by id Software. All rights reserved.
+//
+// The source is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
+// for more details.
+//
+// $Log$
+// Revision 1.1  2005/07/23 16:20:49  fraggle
+// Initial revision
+//
+//
+// DESCRIPTION:
+//	Enemy thinking, AI.
+//	Action Pointer Functions
+//	that are associated with states/frames. 
+//
+//-----------------------------------------------------------------------------
+
+static const char
+rcsid[] = "$Id: p_enemy.c 4 2005-07-23 16:19:41Z fraggle $";
+
+#include <stdlib.h>
+
+#include "m_random.h"
+#include "i_system.h"
+
+#include "doomdef.h"
+#include "p_local.h"
+
+#include "s_sound.h"
+
+#include "g_game.h"
+
+// State.
+#include "doomstat.h"
+#include "r_state.h"
+
+// Data.
+#include "sounds.h"
+
+
+
+
+typedef enum
+{
+    DI_EAST,
+    DI_NORTHEAST,
+    DI_NORTH,
+    DI_NORTHWEST,
+    DI_WEST,
+    DI_SOUTHWEST,
+    DI_SOUTH,
+    DI_SOUTHEAST,
+    DI_NODIR,
+    NUMDIRS
+    
+} dirtype_t;
+
+
+//
+// P_NewChaseDir related LUT.
+//
+dirtype_t opposite[] =
+{
+  DI_WEST, DI_SOUTHWEST, DI_SOUTH, DI_SOUTHEAST,
+  DI_EAST, DI_NORTHEAST, DI_NORTH, DI_NORTHWEST, DI_NODIR
+};
+
+dirtype_t diags[] =
+{
+    DI_NORTHWEST, DI_NORTHEAST, DI_SOUTHWEST, DI_SOUTHEAST
+};
+
+
+
+
+
+void A_Fall (mobj_t *actor);
+
+
+//
+// ENEMY THINKING
+// Enemies are allways spawned
+// with targetplayer = -1, threshold = 0
+// Most monsters are spawned unaware of all players,
+// but some can be made preaware
+//
+
+
+//
+// Called by P_NoiseAlert.
+// Recursively traverse adjacent sectors,
+// sound blocking lines cut off traversal.
+//
+
+mobj_t*		soundtarget;
+
+void
+P_RecursiveSound
+( sector_t*	sec,
+  int		soundblocks )
+{
+    int		i;
+    line_t*	check;
+    sector_t*	other;
+	
+    // wake up all monsters in this sector
+    if (sec->validcount == validcount
+	&& sec->soundtraversed <= soundblocks+1)
+    {
+	return;		// already flooded
+    }
+    
+    sec->validcount = validcount;
+    sec->soundtraversed = soundblocks+1;
+    sec->soundtarget = soundtarget;
+	
+    for (i=0 ;i<sec->linecount ; i++)
+    {
+	check = sec->lines[i];
+	if (! (check->flags & ML_TWOSIDED) )
+	    continue;
+	
+	P_LineOpening (check);
+
+	if (openrange <= 0)
+	    continue;	// closed door
+	
+	if ( sides[ check->sidenum[0] ].sector == sec)
+	    other = sides[ check->sidenum[1] ] .sector;
+	else
+	    other = sides[ check->sidenum[0] ].sector;
+	
+	if (check->flags & ML_SOUNDBLOCK)
+	{
+	    if (!soundblocks)
+		P_RecursiveSound (other, 1);
+	}
+	else
+	    P_RecursiveSound (other, soundblocks);
+    }
+}
+
+
+
+//
+// P_NoiseAlert
+// If a monster yells at a player,
+// it will alert other monsters to the player.
+//
+void
+P_NoiseAlert
+( mobj_t*	target,
+  mobj_t*	emmiter )
+{
+    soundtarget = target;
+    validcount++;
+    P_RecursiveSound (emmiter->subsector->sector, 0);
+}
+
+
+
+
+//
+// P_CheckMeleeRange
+//
+boolean P_CheckMeleeRange (mobj_t*	actor)
+{
+    mobj_t*	pl;
+    fixed_t	dist;
+	
+    if (!actor->target)
+	return false;
+		
+    pl = actor->target;
+    dist = P_AproxDistance (pl->x-actor->x, pl->y-actor->y);
+
+    if (dist >= MELEERANGE-20*FRACUNIT+pl->info->radius)
+	return false;
+	
+    if (! P_CheckSight (actor, actor->target) )
+	return false;
+							
+    return true;		
+}
+
+//
+// P_CheckMissileRange
+//
+boolean P_CheckMissileRange (mobj_t* actor)
+{
+    fixed_t	dist;
+	
+    if (! P_CheckSight (actor, actor->target) )
+	return false;
+	
+    if ( actor->flags & MF_JUSTHIT )
+    {
+	// the target just hit the enemy,
+	// so fight back!
+	actor->flags &= ~MF_JUSTHIT;
+	return true;
+    }
+	
+    if (actor->reactiontime)
+	return false;	// do not attack yet
+		
+    // OPTIMIZE: get this from a global checksight
+    dist = P_AproxDistance ( actor->x-actor->target->x,
+			     actor->y-actor->target->y) - 64*FRACUNIT;
+    
+    if (!actor->info->meleestate)
+	dist -= 128*FRACUNIT;	// no melee attack, so fire more
+
+    dist >>= 16;
+
+    if (actor->type == MT_VILE)
+    {
+	if (dist > 14*64)	
+	    return false;	// too far away
+    }
+	
+
+    if (actor->type == MT_UNDEAD)
+    {
+	if (dist < 196)	
+	    return false;	// close for fist attack
+	dist >>= 1;
+    }
+	
+
+    if (actor->type == MT_CYBORG
+	|| actor->type == MT_SPIDER
+	|| actor->type == MT_SKULL)
+    {
+	dist >>= 1;
+    }
+    
+    if (dist > 200)
+	dist = 200;
+		
+    if (actor->type == MT_CYBORG && dist > 160)
+	dist = 160;
+		
+    if (P_Random () < dist)
+	return false;
+		
+    return true;
+}
+
+
+//
+// P_Move
+// Move in the current direction,
+// returns false if the move is blocked.
+//
+fixed_t	xspeed[8] = {FRACUNIT,47000,0,-47000,-FRACUNIT,-47000,0,47000};
+fixed_t yspeed[8] = {0,47000,FRACUNIT,47000,0,-47000,-FRACUNIT,-47000};
+
+#define MAXSPECIALCROSS	8
+
+extern	line_t*	spechit[MAXSPECIALCROSS];
+extern	int	numspechit;
+
+boolean P_Move (mobj_t*	actor)
+{
+    fixed_t	tryx;
+    fixed_t	tryy;
+    
+    line_t*	ld;
+    
+    // warning: 'catch', 'throw', and 'try'
+    // are all C++ reserved words
+    boolean	try_ok;
+    boolean	good;
+		
+    if (actor->movedir == DI_NODIR)
+	return false;
+		
+    if ((unsigned)actor->movedir >= 8)
+	I_Error ("Weird actor->movedir!");
+		
+    tryx = actor->x + actor->info->speed*xspeed[actor->movedir];
+    tryy = actor->y + actor->info->speed*yspeed[actor->movedir];
+
+    try_ok = P_TryMove (actor, tryx, tryy);
+
+    if (!try_ok)
+    {
+	// open any specials
+	if (actor->flags & MF_FLOAT && floatok)
+	{
+	    // must adjust height
+	    if (actor->z < tmfloorz)
+		actor->z += FLOATSPEED;
+	    else
+		actor->z -= FLOATSPEED;
+
+	    actor->flags |= MF_INFLOAT;
+	    return true;
+	}
+		
+	if (!numspechit)
+	    return false;
+			
+	actor->movedir = DI_NODIR;
+	good = false;
+	while (numspechit--)
+	{
+	    ld = spechit[numspechit];
+	    // if the special is not a door
+	    // that can be opened,
+	    // return false
+	    if (P_UseSpecialLine (actor, ld,0))
+		good = true;
+	}
+	return good;
+    }
+    else
+    {
+	actor->flags &= ~MF_INFLOAT;
+    }
+	
+	
+    if (! (actor->flags & MF_FLOAT) )	
+	actor->z = actor->floorz;
+    return true; 
+}
+
+
+//
+// TryWalk
+// Attempts to move actor on
+// in its current (ob->moveangle) direction.
+// If blocked by either a wall or an actor
+// returns FALSE
+// If move is either clear or blocked only by a door,
+// returns TRUE and sets...
+// If a door is in the way,
+// an OpenDoor call is made to start it opening.
+//
+boolean P_TryWalk (mobj_t* actor)
+{	
+    if (!P_Move (actor))
+    {
+	return false;
+    }
+
+    actor->movecount = P_Random()&15;
+    return true;
+}
+
+
+
+
+void P_NewChaseDir (mobj_t*	actor)
+{
+    fixed_t	deltax;
+    fixed_t	deltay;
+    
+    dirtype_t	d[3];
+    
+    int		tdir;
+    dirtype_t	olddir;
+    
+    dirtype_t	turnaround;
+
+    if (!actor->target)
+	I_Error ("P_NewChaseDir: called with no target");
+		
+    olddir = actor->movedir;
+    turnaround=opposite[olddir];
+
+    deltax = actor->target->x - actor->x;
+    deltay = actor->target->y - actor->y;
+
+    if (deltax>10*FRACUNIT)
+	d[1]= DI_EAST;
+    else if (deltax<-10*FRACUNIT)
+	d[1]= DI_WEST;
+    else
+	d[1]=DI_NODIR;
+
+    if (deltay<-10*FRACUNIT)
+	d[2]= DI_SOUTH;
+    else if (deltay>10*FRACUNIT)
+	d[2]= DI_NORTH;
+    else
+	d[2]=DI_NODIR;
+
+    // try direct route
+    if (d[1] != DI_NODIR
+	&& d[2] != DI_NODIR)
+    {
+	actor->movedir = diags[((deltay<0)<<1)+(deltax>0)];
+	if (actor->movedir != turnaround && P_TryWalk(actor))
+	    return;
+    }
+
+    // try other directions
+    if (P_Random() > 200
+	||  abs(deltay)>abs(deltax))
+    {
+	tdir=d[1];
+	d[1]=d[2];
+	d[2]=tdir;
+    }
+
+    if (d[1]==turnaround)
+	d[1]=DI_NODIR;
+    if (d[2]==turnaround)
+	d[2]=DI_NODIR;
+	
+    if (d[1]!=DI_NODIR)
+    {
+	actor->movedir = d[1];
+	if (P_TryWalk(actor))
+	{
+	    // either moved forward or attacked
+	    return;
+	}
+    }
+
+    if (d[2]!=DI_NODIR)
+    {
+	actor->movedir =d[2];
+
+	if (P_TryWalk(actor))
+	    return;
+    }
+
+    // there is no direct path to the player,
+    // so pick another direction.
+    if (olddir!=DI_NODIR)
+    {
+	actor->movedir =olddir;
+
+	if (P_TryWalk(actor))
+	    return;
+    }
+
+    // randomly determine direction of search
+    if (P_Random()&1) 	
+    {
+	for ( tdir=DI_EAST;
+	      tdir<=DI_SOUTHEAST;
+	      tdir++ )
+	{
+	    if (tdir!=turnaround)
+	    {
+		actor->movedir =tdir;
+		
+		if ( P_TryWalk(actor) )
+		    return;
+	    }
+	}
+    }
+    else
+    {
+	for ( tdir=DI_SOUTHEAST;
+	      tdir != (DI_EAST-1);
+	      tdir-- )
+	{
+	    if (tdir!=turnaround)
+	    {
+		actor->movedir =tdir;
+		
+		if ( P_TryWalk(actor) )
+		    return;
+	    }
+	}
+    }
+
+    if (turnaround !=  DI_NODIR)
+    {
+	actor->movedir =turnaround;
+	if ( P_TryWalk(actor) )
+	    return;
+    }
+
+    actor->movedir = DI_NODIR;	// can not move
+}
+
+
+
+//
+// P_LookForPlayers
+// If allaround is false, only look 180 degrees in front.
+// Returns true if a player is targeted.
+//
+boolean
+P_LookForPlayers
+( mobj_t*	actor,
+  boolean	allaround )
+{
+    int		c;
+    int		stop;
+    player_t*	player;
+    sector_t*	sector;
+    angle_t	an;
+    fixed_t	dist;
+		
+    sector = actor->subsector->sector;
+	
+    c = 0;
+    stop = (actor->lastlook-1)&3;
+	
+    for ( ; ; actor->lastlook = (actor->lastlook+1)&3 )
+    {
+	if (!playeringame[actor->lastlook])
+	    continue;
+			
+	if (c++ == 2
+	    || actor->lastlook == stop)
+	{
+	    // done looking
+	    return false;	
+	}
+	
+	player = &players[actor->lastlook];
+
+	if (player->health <= 0)
+	    continue;		// dead
+
+	if (!P_CheckSight (actor, player->mo))
+	    continue;		// out of sight
+			
+	if (!allaround)
+	{
+	    an = R_PointToAngle2 (actor->x,
+				  actor->y, 
+				  player->mo->x,
+				  player->mo->y)
+		- actor->angle;
+	    
+	    if (an > ANG90 && an < ANG270)
+	    {
+		dist = P_AproxDistance (player->mo->x - actor->x,
+					player->mo->y - actor->y);
+		// if real close, react anyway
+		if (dist > MELEERANGE)
+		    continue;	// behind back
+	    }
+	}
+		
+	actor->target = player->mo;
+	return true;
+    }
+
+    return false;
+}
+
+
+//
+// A_KeenDie
+// DOOM II special, map 32.
+// Uses special tag 666.
+//
+void A_KeenDie (mobj_t* mo)
+{
+    thinker_t*	th;
+    mobj_t*	mo2;
+    line_t	junk;
+
+    A_Fall (mo);
+    
+    // scan the remaining thinkers
+    // to see if all Keens are dead
+    for (th = thinkercap.next ; th != &thinkercap ; th=th->next)
+    {
+	if (th->function.acp1 != (actionf_p1)P_MobjThinker)
+	    continue;
+
+	mo2 = (mobj_t *)th;
+	if (mo2 != mo
+	    && mo2->type == mo->type
+	    && mo2->health > 0)
+	{
+	    // other Keen not dead
+	    return;		
+	}
+    }
+
+    junk.tag = 666;
+    EV_DoDoor(&junk,open);
+}
+
+
+//
+// ACTION ROUTINES
+//
+
+//
+// A_Look
+// Stay in state until a player is sighted.
+//
+void A_Look (mobj_t* actor)
+{
+    mobj_t*	targ;
+	
+    actor->threshold = 0;	// any shot will wake up
+    targ = actor->subsector->sector->soundtarget;
+
+    if (targ
+	&& (targ->flags & MF_SHOOTABLE) )
+    {
+	actor->target = targ;
+
+	if ( actor->flags & MF_AMBUSH )
+	{
+	    if (P_CheckSight (actor, actor->target))
+		goto seeyou;
+	}
+	else
+	    goto seeyou;
+    }
+	
+	
+    if (!P_LookForPlayers (actor, false) )
+	return;
+		
+    // go into chase state
+  seeyou:
+    if (actor->info->seesound)
+    {
+	int		sound;
+		
+	switch (actor->info->seesound)
+	{
+	  case sfx_posit1:
+	  case sfx_posit2:
+	  case sfx_posit3:
+	    sound = sfx_posit1+P_Random()%3;
+	    break;
+
+	  case sfx_bgsit1:
+	  case sfx_bgsit2:
+	    sound = sfx_bgsit1+P_Random()%2;
+	    break;
+
+	  default:
+	    sound = actor->info->seesound;
+	    break;
+	}
+
+	if (actor->type==MT_SPIDER
+	    || actor->type == MT_CYBORG)
+	{
+	    // full volume
+	    S_StartSound (NULL, sound);
+	}
+	else
+	    S_StartSound (actor, sound);
+    }
+
+    P_SetMobjState (actor, actor->info->seestate);
+}
+
+
+//
+// A_Chase
+// Actor has a melee attack,
+// so it tries to close as fast as possible
+//
+void A_Chase (mobj_t*	actor)
+{
+    int		delta;
+
+    if (actor->reactiontime)
+	actor->reactiontime--;
+				
+
+    // modify target threshold
+    if  (actor->threshold)
+    {
+	if (!actor->target
+	    || actor->target->health <= 0)
+	{
+	    actor->threshold = 0;
+	}
+	else
+	    actor->threshold--;
+    }
+    
+    // turn towards movement direction if not there yet
+    if (actor->movedir < 8)
+    {
+	actor->angle &= (7<<29);
+	delta = actor->angle - (actor->movedir << 29);
+	
+	if (delta > 0)
+	    actor->angle -= ANG90/2;
+	else if (delta < 0)
+	    actor->angle += ANG90/2;
+    }
+
+    if (!actor->target
+	|| !(actor->target->flags&MF_SHOOTABLE))
+    {
+	// look for a new target
+	if (P_LookForPlayers(actor,true))
+	    return; 	// got a new target
+	
+	P_SetMobjState (actor, actor->info->spawnstate);
+	return;
+    }
+    
+    // do not attack twice in a row
+    if (actor->flags & MF_JUSTATTACKED)
+    {
+	actor->flags &= ~MF_JUSTATTACKED;
+	if (gameskill != sk_nightmare && !fastparm)
+	    P_NewChaseDir (actor);
+	return;
+    }
+    
+    // check for melee attack
+    if (actor->info->meleestate
+	&& P_CheckMeleeRange (actor))
+    {
+	if (actor->info->attacksound)
+	    S_StartSound (actor, actor->info->attacksound);
+
+	P_SetMobjState (actor, actor->info->meleestate);
+	return;
+    }
+    
+    // check for missile attack
+    if (actor->info->missilestate)
+    {
+	if (gameskill < sk_nightmare
+	    && !fastparm && actor->movecount)
+	{
+	    goto nomissile;
+	}
+	
+	if (!P_CheckMissileRange (actor))
+	    goto nomissile;
+	
+	P_SetMobjState (actor, actor->info->missilestate);
+	actor->flags |= MF_JUSTATTACKED;
+	return;
+    }
+
+    // ?
+  nomissile:
+    // possibly choose another target
+    if (netgame
+	&& !actor->threshold
+	&& !P_CheckSight (actor, actor->target) )
+    {
+	if (P_LookForPlayers(actor,true))
+	    return;	// got a new target
+    }
+    
+    // chase towards player
+    if (--actor->movecount<0
+	|| !P_Move (actor))
+    {
+	P_NewChaseDir (actor);
+    }
+    
+    // make active sound
+    if (actor->info->activesound
+	&& P_Random () < 3)
+    {
+	S_StartSound (actor, actor->info->activesound);
+    }
+}
+
+
+//
+// A_FaceTarget
+//
+void A_FaceTarget (mobj_t* actor)
+{	
+    if (!actor->target)
+	return;
+    
+    actor->flags &= ~MF_AMBUSH;
+	
+    actor->angle = R_PointToAngle2 (actor->x,
+				    actor->y,
+				    actor->target->x,
+				    actor->target->y);
+    
+    if (actor->target->flags & MF_SHADOW)
+	actor->angle += (P_Random()-P_Random())<<21;
+}
+
+
+//
+// A_PosAttack
+//
+void A_PosAttack (mobj_t* actor)
+{
+    int		angle;
+    int		damage;
+    int		slope;
+	
+    if (!actor->target)
+	return;
+		
+    A_FaceTarget (actor);
+    angle = actor->angle;
+    slope = P_AimLineAttack (actor, angle, MISSILERANGE);
+
+    S_StartSound (actor, sfx_pistol);
+    angle += (P_Random()-P_Random())<<20;
+    damage = ((P_Random()%5)+1)*3;
+    P_LineAttack (actor, angle, MISSILERANGE, slope, damage);
+}
+
+void A_SPosAttack (mobj_t* actor)
+{
+    int		i;
+    int		angle;
+    int		bangle;
+    int		damage;
+    int		slope;
+	
+    if (!actor->target)
+	return;
+
+    S_StartSound (actor, sfx_shotgn);
+    A_FaceTarget (actor);
+    bangle = actor->angle;
+    slope = P_AimLineAttack (actor, bangle, MISSILERANGE);
+
+    for (i=0 ; i<3 ; i++)
+    {
+	angle = bangle + ((P_Random()-P_Random())<<20);
+	damage = ((P_Random()%5)+1)*3;
+	P_LineAttack (actor, angle, MISSILERANGE, slope, damage);
+    }
+}
+
+void A_CPosAttack (mobj_t* actor)
+{
+    int		angle;
+    int		bangle;
+    int		damage;
+    int		slope;
+	
+    if (!actor->target)
+	return;
+
+    S_StartSound (actor, sfx_shotgn);
+    A_FaceTarget (actor);
+    bangle = actor->angle;
+    slope = P_AimLineAttack (actor, bangle, MISSILERANGE);
+
+    angle = bangle + ((P_Random()-P_Random())<<20);
+    damage = ((P_Random()%5)+1)*3;
+    P_LineAttack (actor, angle, MISSILERANGE, slope, damage);
+}
+
+void A_CPosRefire (mobj_t* actor)
+{	
+    // keep firing unless target got out of sight
+    A_FaceTarget (actor);
+
+    if (P_Random () < 40)
+	return;
+
+    if (!actor->target
+	|| actor->target->health <= 0
+	|| !P_CheckSight (actor, actor->target) )
+    {
+	P_SetMobjState (actor, actor->info->seestate);
+    }
+}
+
+
+void A_SpidRefire (mobj_t* actor)
+{	
+    // keep firing unless target got out of sight
+    A_FaceTarget (actor);
+
+    if (P_Random () < 10)
+	return;
+
+    if (!actor->target
+	|| actor->target->health <= 0
+	|| !P_CheckSight (actor, actor->target) )
+    {
+	P_SetMobjState (actor, actor->info->seestate);
+    }
+}
+
+void A_BspiAttack (mobj_t *actor)
+{	
+    if (!actor->target)
+	return;
+		
+    A_FaceTarget (actor);
+
+    // launch a missile
+    P_SpawnMissile (actor, actor->target, MT_ARACHPLAZ);
+}
+
+
+//
+// A_TroopAttack
+//
+void A_TroopAttack (mobj_t* actor)
+{
+    int		damage;
+	
+    if (!actor->target)
+	return;
+		
+    A_FaceTarget (actor);
+    if (P_CheckMeleeRange (actor))
+    {
+	S_StartSound (actor, sfx_claw);
+	damage = (P_Random()%8+1)*3;
+	P_DamageMobj (actor->target, actor, actor, damage);
+	return;
+    }
+
+    
+    // launch a missile
+    P_SpawnMissile (actor, actor->target, MT_TROOPSHOT);
+}
+
+
+void A_SargAttack (mobj_t* actor)
+{
+    int		damage;
+
+    if (!actor->target)
+	return;
+		
+    A_FaceTarget (actor);
+    if (P_CheckMeleeRange (actor))
+    {
+	damage = ((P_Random()%10)+1)*4;
+	P_DamageMobj (actor->target, actor, actor, damage);
+    }
+}
+
+void A_HeadAttack (mobj_t* actor)
+{
+    int		damage;
+	
+    if (!actor->target)
+	return;
+		
+    A_FaceTarget (actor);
+    if (P_CheckMeleeRange (actor))
+    {
+	damage = (P_Random()%6+1)*10;
+	P_DamageMobj (actor->target, actor, actor, damage);
+	return;
+    }
+    
+    // launch a missile
+    P_SpawnMissile (actor, actor->target, MT_HEADSHOT);
+}
+
+void A_CyberAttack (mobj_t* actor)
+{	
+    if (!actor->target)
+	return;
+		
+    A_FaceTarget (actor);
+    P_SpawnMissile (actor, actor->target, MT_ROCKET);
+}
+
+
+void A_BruisAttack (mobj_t* actor)
+{
+    int		damage;
+	
+    if (!actor->target)
+	return;
+		
+    if (P_CheckMeleeRange (actor))
+    {
+	S_StartSound (actor, sfx_claw);
+	damage = (P_Random()%8+1)*10;
+	P_DamageMobj (actor->target, actor, actor, damage);
+	return;
+    }
+    
+    // launch a missile
+    P_SpawnMissile (actor, actor->target, MT_BRUISERSHOT);
+}
+
+
+//
+// A_SkelMissile
+//
+void A_SkelMissile (mobj_t* actor)
+{	
+    mobj_t*	mo;
+	
+    if (!actor->target)
+	return;
+		
+    A_FaceTarget (actor);
+    actor->z += 16*FRACUNIT;	// so missile spawns higher
+    mo = P_SpawnMissile (actor, actor->target, MT_TRACER);
+    actor->z -= 16*FRACUNIT;	// back to normal
+
+    mo->x += mo->momx;
+    mo->y += mo->momy;
+    mo->tracer = actor->target;
+}
+
+int	TRACEANGLE = 0xc000000;
+
+void A_Tracer (mobj_t* actor)
+{
+    angle_t	exact;
+    fixed_t	dist;
+    fixed_t	slope;
+    mobj_t*	dest;
+    mobj_t*	th;
+		
+    if (gametic & 3)
+	return;
+    
+    // spawn a puff of smoke behind the rocket		
+    P_SpawnPuff (actor->x, actor->y, actor->z);
+	
+    th = P_SpawnMobj (actor->x-actor->momx,
+		      actor->y-actor->momy,
+		      actor->z, MT_SMOKE);
+    
+    th->momz = FRACUNIT;
+    th->tics -= P_Random()&3;
+    if (th->tics < 1)
+	th->tics = 1;
+    
+    // adjust direction
+    dest = actor->tracer;
+	
+    if (!dest || dest->health <= 0)
+	return;
+    
+    // change angle	
+    exact = R_PointToAngle2 (actor->x,
+			     actor->y,
+			     dest->x,
+			     dest->y);
+
+    if (exact != actor->angle)
+    {
+	if (exact - actor->angle > 0x80000000)
+	{
+	    actor->angle -= TRACEANGLE;
+	    if (exact - actor->angle < 0x80000000)
+		actor->angle = exact;
+	}
+	else
+	{
+	    actor->angle += TRACEANGLE;
+	    if (exact - actor->angle > 0x80000000)
+		actor->angle = exact;
+	}
+    }
+	
+    exact = actor->angle>>ANGLETOFINESHIFT;
+    actor->momx = FixedMul (actor->info->speed, finecosine[exact]);
+    actor->momy = FixedMul (actor->info->speed, finesine[exact]);
+    
+    // change slope
+    dist = P_AproxDistance (dest->x - actor->x,
+			    dest->y - actor->y);
+    
+    dist = dist / actor->info->speed;
+
+    if (dist < 1)
+	dist = 1;
+    slope = (dest->z+40*FRACUNIT - actor->z) / dist;
+
+    if (slope < actor->momz)
+	actor->momz -= FRACUNIT/8;
+    else
+	actor->momz += FRACUNIT/8;
+}
+
+
+void A_SkelWhoosh (mobj_t*	actor)
+{
+    if (!actor->target)
+	return;
+    A_FaceTarget (actor);
+    S_StartSound (actor,sfx_skeswg);
+}
+
+void A_SkelFist (mobj_t*	actor)
+{
+    int		damage;
+
+    if (!actor->target)
+	return;
+		
+    A_FaceTarget (actor);
+	
+    if (P_CheckMeleeRange (actor))
+    {
+	damage = ((P_Random()%10)+1)*6;
+	S_StartSound (actor, sfx_skepch);
+	P_DamageMobj (actor->target, actor, actor, damage);
+    }
+}
+
+
+
+//
+// PIT_VileCheck
+// Detect a corpse that could be raised.
+//
+mobj_t*		corpsehit;
+mobj_t*		vileobj;
+fixed_t		viletryx;
+fixed_t		viletryy;
+
+boolean PIT_VileCheck (mobj_t*	thing)
+{
+    int		maxdist;
+    boolean	check;
+	
+    if (!(thing->flags & MF_CORPSE) )
+	return true;	// not a monster
+    
+    if (thing->tics != -1)
+	return true;	// not lying still yet
+    
+    if (thing->info->raisestate == S_NULL)
+	return true;	// monster doesn't have a raise state
+    
+    maxdist = thing->info->radius + mobjinfo[MT_VILE].radius;
+	
+    if ( abs(thing->x - viletryx) > maxdist
+	 || abs(thing->y - viletryy) > maxdist )
+	return true;		// not actually touching
+		
+    corpsehit = thing;
+    corpsehit->momx = corpsehit->momy = 0;
+    corpsehit->height <<= 2;
+    check = P_CheckPosition (corpsehit, corpsehit->x, corpsehit->y);
+    corpsehit->height >>= 2;
+
+    if (!check)
+	return true;		// doesn't fit here
+		
+    return false;		// got one, so stop checking
+}
+
+
+
+//
+// A_VileChase
+// Check for ressurecting a body
+//
+void A_VileChase (mobj_t* actor)
+{
+    int			xl;
+    int			xh;
+    int			yl;
+    int			yh;
+    
+    int			bx;
+    int			by;
+
+    mobjinfo_t*		info;
+    mobj_t*		temp;
+	
+    if (actor->movedir != DI_NODIR)
+    {
+	// check for corpses to raise
+	viletryx =
+	    actor->x + actor->info->speed*xspeed[actor->movedir];
+	viletryy =
+	    actor->y + actor->info->speed*yspeed[actor->movedir];
+
+	xl = (viletryx - bmaporgx - MAXRADIUS*2)>>MAPBLOCKSHIFT;
+	xh = (viletryx - bmaporgx + MAXRADIUS*2)>>MAPBLOCKSHIFT;
+	yl = (viletryy - bmaporgy - MAXRADIUS*2)>>MAPBLOCKSHIFT;
+	yh = (viletryy - bmaporgy + MAXRADIUS*2)>>MAPBLOCKSHIFT;
+	
+	vileobj = actor;
+	for (bx=xl ; bx<=xh ; bx++)
+	{
+	    for (by=yl ; by<=yh ; by++)
+	    {
+		// Call PIT_VileCheck to check
+		// whether object is a corpse
+		// that canbe raised.
+		if (!P_BlockThingsIterator(bx,by,PIT_VileCheck))
+		{
+		    // got one!
+		    temp = actor->target;
+		    actor->target = corpsehit;
+		    A_FaceTarget (actor);
+		    actor->target = temp;
+					
+		    P_SetMobjState (actor, S_VILE_HEAL1);
+		    S_StartSound (corpsehit, sfx_slop);
+		    info = corpsehit->info;
+		    
+		    P_SetMobjState (corpsehit,info->raisestate);
+		    corpsehit->height <<= 2;
+		    corpsehit->flags = info->flags;
+		    corpsehit->health = info->spawnhealth;
+		    corpsehit->target = NULL;
+
+		    return;
+		}
+	    }
+	}
+    }
+
+    // Return to normal attack.
+    A_Chase (actor);
+}
+
+
+//
+// A_VileStart
+//
+void A_VileStart (mobj_t* actor)
+{
+    S_StartSound (actor, sfx_vilatk);
+}
+
+
+//
+// A_Fire
+// Keep fire in front of player unless out of sight
+//
+void A_Fire (mobj_t* actor);
+
+void A_StartFire (mobj_t* actor)
+{
+    S_StartSound(actor,sfx_flamst);
+    A_Fire(actor);
+}
+
+void A_FireCrackle (mobj_t* actor)
+{
+    S_StartSound(actor,sfx_flame);
+    A_Fire(actor);
+}
+
+void A_Fire (mobj_t* actor)
+{
+    mobj_t*	dest;
+    unsigned	an;
+		
+    dest = actor->tracer;
+    if (!dest)
+	return;
+		
+    // don't move it if the vile lost sight
+    if (!P_CheckSight (actor->target, dest) )
+	return;
+
+    an = dest->angle >> ANGLETOFINESHIFT;
+
+    P_UnsetThingPosition (actor);
+    actor->x = dest->x + FixedMul (24*FRACUNIT, finecosine[an]);
+    actor->y = dest->y + FixedMul (24*FRACUNIT, finesine[an]);
+    actor->z = dest->z;
+    P_SetThingPosition (actor);
+}
+
+
+
+//
+// A_VileTarget
+// Spawn the hellfire
+//
+void A_VileTarget (mobj_t*	actor)
+{
+    mobj_t*	fog;
+	
+    if (!actor->target)
+	return;
+
+    A_FaceTarget (actor);
+
+    fog = P_SpawnMobj (actor->target->x,
+		       actor->target->x,
+		       actor->target->z, MT_FIRE);
+    
+    actor->tracer = fog;
+    fog->target = actor;
+    fog->tracer = actor->target;
+    A_Fire (fog);
+}
+
+
+
+
+//
+// A_VileAttack
+//
+void A_VileAttack (mobj_t* actor)
+{	
+    mobj_t*	fire;
+    int		an;
+	
+    if (!actor->target)
+	return;
+    
+    A_FaceTarget (actor);
+
+    if (!P_CheckSight (actor, actor->target) )
+	return;
+
+    S_StartSound (actor, sfx_barexp);
+    P_DamageMobj (actor->target, actor, actor, 20);
+    actor->target->momz = 1000*FRACUNIT/actor->target->info->mass;
+	
+    an = actor->angle >> ANGLETOFINESHIFT;
+
+    fire = actor->tracer;
+
+    if (!fire)
+	return;
+		
+    // move the fire between the vile and the player
+    fire->x = actor->target->x - FixedMul (24*FRACUNIT, finecosine[an]);
+    fire->y = actor->target->y - FixedMul (24*FRACUNIT, finesine[an]);	
+    P_RadiusAttack (fire, actor, 70 );
+}
+
+
+
+
+//
+// Mancubus attack,
+// firing three missiles (bruisers)
+// in three different directions?
+// Doesn't look like it. 
+//
+#define	FATSPREAD	(ANG90/8)
+
+void A_FatRaise (mobj_t *actor)
+{
+    A_FaceTarget (actor);
+    S_StartSound (actor, sfx_manatk);
+}
+
+
+void A_FatAttack1 (mobj_t* actor)
+{
+    mobj_t*	mo;
+    int		an;
+	
+    A_FaceTarget (actor);
+    // Change direction  to ...
+    actor->angle += FATSPREAD;
+    P_SpawnMissile (actor, actor->target, MT_FATSHOT);
+
+    mo = P_SpawnMissile (actor, actor->target, MT_FATSHOT);
+    mo->angle += FATSPREAD;
+    an = mo->angle >> ANGLETOFINESHIFT;
+    mo->momx = FixedMul (mo->info->speed, finecosine[an]);
+    mo->momy = FixedMul (mo->info->speed, finesine[an]);
+}
+
+void A_FatAttack2 (mobj_t* actor)
+{
+    mobj_t*	mo;
+    int		an;
+
+    A_FaceTarget (actor);
+    // Now here choose opposite deviation.
+    actor->angle -= FATSPREAD;
+    P_SpawnMissile (actor, actor->target, MT_FATSHOT);
+
+    mo = P_SpawnMissile (actor, actor->target, MT_FATSHOT);
+    mo->angle -= FATSPREAD*2;
+    an = mo->angle >> ANGLETOFINESHIFT;
+    mo->momx = FixedMul (mo->info->speed, finecosine[an]);
+    mo->momy = FixedMul (mo->info->speed, finesine[an]);
+}
+
+void A_FatAttack3 (mobj_t*	actor)
+{
+    mobj_t*	mo;
+    int		an;
+
+    A_FaceTarget (actor);
+    
+    mo = P_SpawnMissile (actor, actor->target, MT_FATSHOT);
+    mo->angle -= FATSPREAD/2;
+    an = mo->angle >> ANGLETOFINESHIFT;
+    mo->momx = FixedMul (mo->info->speed, finecosine[an]);
+    mo->momy = FixedMul (mo->info->speed, finesine[an]);
+
+    mo = P_SpawnMissile (actor, actor->target, MT_FATSHOT);
+    mo->angle += FATSPREAD/2;
+    an = mo->angle >> ANGLETOFINESHIFT;
+    mo->momx = FixedMul (mo->info->speed, finecosine[an]);
+    mo->momy = FixedMul (mo->info->speed, finesine[an]);
+}
+
+
+//
+// SkullAttack
+// Fly at the player like a missile.
+//
+#define	SKULLSPEED		(20*FRACUNIT)
+
+void A_SkullAttack (mobj_t* actor)
+{
+    mobj_t*		dest;
+    angle_t		an;
+    int			dist;
+
+    if (!actor->target)
+	return;
+		
+    dest = actor->target;	
+    actor->flags |= MF_SKULLFLY;
+
+    S_StartSound (actor, actor->info->attacksound);
+    A_FaceTarget (actor);
+    an = actor->angle >> ANGLETOFINESHIFT;
+    actor->momx = FixedMul (SKULLSPEED, finecosine[an]);
+    actor->momy = FixedMul (SKULLSPEED, finesine[an]);
+    dist = P_AproxDistance (dest->x - actor->x, dest->y - actor->y);
+    dist = dist / SKULLSPEED;
+    
+    if (dist < 1)
+	dist = 1;
+    actor->momz = (dest->z+(dest->height>>1) - actor->z) / dist;
+}
+
+
+//
+// A_PainShootSkull
+// Spawn a lost soul and launch it at the target
+//
+void
+A_PainShootSkull
+( mobj_t*	actor,
+  angle_t	angle )
+{
+    fixed_t	x;
+    fixed_t	y;
+    fixed_t	z;
+    
+    mobj_t*	newmobj;
+    angle_t	an;
+    int		prestep;
+    int		count;
+    thinker_t*	currentthinker;
+
+    // count total number of skull currently on the level
+    count = 0;
+
+    currentthinker = thinkercap.next;
+    while (currentthinker != &thinkercap)
+    {
+	if (   (currentthinker->function.acp1 == (actionf_p1)P_MobjThinker)
+	    && ((mobj_t *)currentthinker)->type == MT_SKULL)
+	    count++;
+	currentthinker = currentthinker->next;
+    }
+
+    // if there are allready 20 skulls on the level,
+    // don't spit another one
+    if (count > 20)
+	return;
+
+
+    // okay, there's playe for another one
+    an = angle >> ANGLETOFINESHIFT;
+    
+    prestep =
+	4*FRACUNIT
+	+ 3*(actor->info->radius + mobjinfo[MT_SKULL].radius)/2;
+    
+    x = actor->x + FixedMul (prestep, finecosine[an]);
+    y = actor->y + FixedMul (prestep, finesine[an]);
+    z = actor->z + 8*FRACUNIT;
+		
+    newmobj = P_SpawnMobj (x , y, z, MT_SKULL);
+
+    // Check for movements.
+    if (!P_TryMove (newmobj, newmobj->x, newmobj->y))
+    {
+	// kill it immediately
+	P_DamageMobj (newmobj,actor,actor,10000);	
+	return;
+    }
+		
+    newmobj->target = actor->target;
+    A_SkullAttack (newmobj);
+}
+
+
+//
+// A_PainAttack
+// Spawn a lost soul and launch it at the target
+// 
+void A_PainAttack (mobj_t* actor)
+{
+    if (!actor->target)
+	return;
+
+    A_FaceTarget (actor);
+    A_PainShootSkull (actor, actor->angle);
+}
+
+
+void A_PainDie (mobj_t* actor)
+{
+    A_Fall (actor);
+    A_PainShootSkull (actor, actor->angle+ANG90);
+    A_PainShootSkull (actor, actor->angle+ANG180);
+    A_PainShootSkull (actor, actor->angle+ANG270);
+}
+
+
+
+
+
+
+void A_Scream (mobj_t* actor)
+{
+    int		sound;
+	
+    switch (actor->info->deathsound)
+    {
+      case 0:
+	return;
+		
+      case sfx_podth1:
+      case sfx_podth2:
+      case sfx_podth3:
+	sound = sfx_podth1 + P_Random ()%3;
+	break;
+		
+      case sfx_bgdth1:
+      case sfx_bgdth2:
+	sound = sfx_bgdth1 + P_Random ()%2;
+	break;
+	
+      default:
+	sound = actor->info->deathsound;
+	break;
+    }
+
+    // Check for bosses.
+    if (actor->type==MT_SPIDER
+	|| actor->type == MT_CYBORG)
+    {
+	// full volume
+	S_StartSound (NULL, sound);
+    }
+    else
+	S_StartSound (actor, sound);
+}
+
+
+void A_XScream (mobj_t* actor)
+{
+    S_StartSound (actor, sfx_slop);	
+}
+
+void A_Pain (mobj_t* actor)
+{
+    if (actor->info->painsound)
+	S_StartSound (actor, actor->info->painsound);	
+}
+
+
+
+void A_Fall (mobj_t *actor)
+{
+    // actor is on ground, it can be walked over
+    actor->flags &= ~MF_SOLID;
+
+    // So change this if corpse objects
+    // are meant to be obstacles.
+}
+
+
+//
+// A_Explode
+//
+void A_Explode (mobj_t* thingy)
+{
+    P_RadiusAttack ( thingy, thingy->target, 128 );
+}
+
+
+//
+// A_BossDeath
+// Possibly trigger special effects
+// if on first boss level
+//
+void A_BossDeath (mobj_t* mo)
+{
+    thinker_t*	th;
+    mobj_t*	mo2;
+    line_t	junk;
+    int		i;
+		
+    if ( gamemode == commercial)
+    {
+	if (gamemap != 7)
+	    return;
+		
+	if ((mo->type != MT_FATSO)
+	    && (mo->type != MT_BABY))
+	    return;
+    }
+    else
+    {
+	switch(gameepisode)
+	{
+	  case 1:
+	    if (gamemap != 8)
+		return;
+
+	    if (mo->type != MT_BRUISER)
+		return;
+	    break;
+	    
+	  case 2:
+	    if (gamemap != 8)
+		return;
+
+	    if (mo->type != MT_CYBORG)
+		return;
+	    break;
+	    
+	  case 3:
+	    if (gamemap != 8)
+		return;
+	    
+	    if (mo->type != MT_SPIDER)
+		return;
+	    
+	    break;
+	    
+	  case 4:
+	    switch(gamemap)
+	    {
+	      case 6:
+		if (mo->type != MT_CYBORG)
+		    return;
+		break;
+		
+	      case 8: 
+		if (mo->type != MT_SPIDER)
+		    return;
+		break;
+		
+	      default:
+		return;
+		break;
+	    }
+	    break;
+	    
+	  default:
+	    if (gamemap != 8)
+		return;
+	    break;
+	}
+		
+    }
+
+    
+    // make sure there is a player alive for victory
+    for (i=0 ; i<MAXPLAYERS ; i++)
+	if (playeringame[i] && players[i].health > 0)
+	    break;
+    
+    if (i==MAXPLAYERS)
+	return;	// no one left alive, so do not end game
+    
+    // scan the remaining thinkers to see
+    // if all bosses are dead
+    for (th = thinkercap.next ; th != &thinkercap ; th=th->next)
+    {
+	if (th->function.acp1 != (actionf_p1)P_MobjThinker)
+	    continue;
+	
+	mo2 = (mobj_t *)th;
+	if (mo2 != mo
+	    && mo2->type == mo->type
+	    && mo2->health > 0)
+	{
+	    // other boss not dead
+	    return;
+	}
+    }
+	
+    // victory!
+    if ( gamemode == commercial)
+    {
+	if (gamemap == 7)
+	{
+	    if (mo->type == MT_FATSO)
+	    {
+		junk.tag = 666;
+		EV_DoFloor(&junk,lowerFloorToLowest);
+		return;
+	    }
+	    
+	    if (mo->type == MT_BABY)
+	    {
+		junk.tag = 667;
+		EV_DoFloor(&junk,raiseToTexture);
+		return;
+	    }
+	}
+    }
+    else
+    {
+	switch(gameepisode)
+	{
+	  case 1:
+	    junk.tag = 666;
+	    EV_DoFloor (&junk, lowerFloorToLowest);
+	    return;
+	    break;
+	    
+	  case 4:
+	    switch(gamemap)
+	    {
+	      case 6:
+		junk.tag = 666;
+		EV_DoDoor (&junk, blazeOpen);
+		return;
+		break;
+		
+	      case 8:
+		junk.tag = 666;
+		EV_DoFloor (&junk, lowerFloorToLowest);
+		return;
+		break;
+	    }
+	}
+    }
+	
+    G_ExitLevel ();
+}
+
+
+void A_Hoof (mobj_t* mo)
+{
+    S_StartSound (mo, sfx_hoof);
+    A_Chase (mo);
+}
+
+void A_Metal (mobj_t* mo)
+{
+    S_StartSound (mo, sfx_metal);
+    A_Chase (mo);
+}
+
+void A_BabyMetal (mobj_t* mo)
+{
+    S_StartSound (mo, sfx_bspwlk);
+    A_Chase (mo);
+}
+
+void
+A_OpenShotgun2
+( player_t*	player,
+  pspdef_t*	psp )
+{
+    S_StartSound (player->mo, sfx_dbopn);
+}
+
+void
+A_LoadShotgun2
+( player_t*	player,
+  pspdef_t*	psp )
+{
+    S_StartSound (player->mo, sfx_dbload);
+}
+
+void
+A_ReFire
+( player_t*	player,
+  pspdef_t*	psp );
+
+void
+A_CloseShotgun2
+( player_t*	player,
+  pspdef_t*	psp )
+{
+    S_StartSound (player->mo, sfx_dbcls);
+    A_ReFire(player,psp);
+}
+
+
+
+mobj_t*		braintargets[32];
+int		numbraintargets;
+int		braintargeton;
+
+void A_BrainAwake (mobj_t* mo)
+{
+    thinker_t*	thinker;
+    mobj_t*	m;
+	
+    // find all the target spots
+    numbraintargets = 0;
+    braintargeton = 0;
+	
+    thinker = thinkercap.next;
+    for (thinker = thinkercap.next ;
+	 thinker != &thinkercap ;
+	 thinker = thinker->next)
+    {
+	if (thinker->function.acp1 != (actionf_p1)P_MobjThinker)
+	    continue;	// not a mobj
+
+	m = (mobj_t *)thinker;
+
+	if (m->type == MT_BOSSTARGET )
+	{
+	    braintargets[numbraintargets] = m;
+	    numbraintargets++;
+	}
+    }
+	
+    S_StartSound (NULL,sfx_bossit);
+}
+
+
+void A_BrainPain (mobj_t*	mo)
+{
+    S_StartSound (NULL,sfx_bospn);
+}
+
+
+void A_BrainScream (mobj_t*	mo)
+{
+    int		x;
+    int		y;
+    int		z;
+    mobj_t*	th;
+	
+    for (x=mo->x - 196*FRACUNIT ; x< mo->x + 320*FRACUNIT ; x+= FRACUNIT*8)
+    {
+	y = mo->y - 320*FRACUNIT;
+	z = 128 + P_Random()*2*FRACUNIT;
+	th = P_SpawnMobj (x,y,z, MT_ROCKET);
+	th->momz = P_Random()*512;
+
+	P_SetMobjState (th, S_BRAINEXPLODE1);
+
+	th->tics -= P_Random()&7;
+	if (th->tics < 1)
+	    th->tics = 1;
+    }
+	
+    S_StartSound (NULL,sfx_bosdth);
+}
+
+
+
+void A_BrainExplode (mobj_t* mo)
+{
+    int		x;
+    int		y;
+    int		z;
+    mobj_t*	th;
+	
+    x = mo->x + (P_Random () - P_Random ())*2048;
+    y = mo->y;
+    z = 128 + P_Random()*2*FRACUNIT;
+    th = P_SpawnMobj (x,y,z, MT_ROCKET);
+    th->momz = P_Random()*512;
+
+    P_SetMobjState (th, S_BRAINEXPLODE1);
+
+    th->tics -= P_Random()&7;
+    if (th->tics < 1)
+	th->tics = 1;
+}
+
+
+void A_BrainDie (mobj_t*	mo)
+{
+    G_ExitLevel ();
+}
+
+void A_BrainSpit (mobj_t*	mo)
+{
+    mobj_t*	targ;
+    mobj_t*	newmobj;
+    
+    static int	easy = 0;
+	
+    easy ^= 1;
+    if (gameskill <= sk_easy && (!easy))
+	return;
+		
+    // shoot a cube at current target
+    targ = braintargets[braintargeton];
+    braintargeton = (braintargeton+1)%numbraintargets;
+
+    // spawn brain missile
+    newmobj = P_SpawnMissile (mo, targ, MT_SPAWNSHOT);
+    newmobj->target = targ;
+    newmobj->reactiontime =
+	((targ->y - mo->y)/newmobj->momy) / newmobj->state->tics;
+
+    S_StartSound(NULL, sfx_bospit);
+}
+
+
+
+void A_SpawnFly (mobj_t* mo);
+
+// travelling cube sound
+void A_SpawnSound (mobj_t* mo)	
+{
+    S_StartSound (mo,sfx_boscub);
+    A_SpawnFly(mo);
+}
+
+void A_SpawnFly (mobj_t* mo)
+{
+    mobj_t*	newmobj;
+    mobj_t*	fog;
+    mobj_t*	targ;
+    int		r;
+    mobjtype_t	type;
+	
+    if (--mo->reactiontime)
+	return;	// still flying
+	
+    targ = mo->target;
+
+    // First spawn teleport fog.
+    fog = P_SpawnMobj (targ->x, targ->y, targ->z, MT_SPAWNFIRE);
+    S_StartSound (fog, sfx_telept);
+
+    // Randomly select monster to spawn.
+    r = P_Random ();
+
+    // Probability distribution (kind of :),
+    // decreasing likelihood.
+    if ( r<50 )
+	type = MT_TROOP;
+    else if (r<90)
+	type = MT_SERGEANT;
+    else if (r<120)
+	type = MT_SHADOWS;
+    else if (r<130)
+	type = MT_PAIN;
+    else if (r<160)
+	type = MT_HEAD;
+    else if (r<162)
+	type = MT_VILE;
+    else if (r<172)
+	type = MT_UNDEAD;
+    else if (r<192)
+	type = MT_BABY;
+    else if (r<222)
+	type = MT_FATSO;
+    else if (r<246)
+	type = MT_KNIGHT;
+    else
+	type = MT_BRUISER;		
+
+    newmobj	= P_SpawnMobj (targ->x, targ->y, targ->z, type);
+    if (P_LookForPlayers (newmobj, true) )
+	P_SetMobjState (newmobj, newmobj->info->seestate);
+	
+    // telefrag anything in this spot
+    P_TeleportMove (newmobj, newmobj->x, newmobj->y);
+
+    // remove self (i.e., cube).
+    P_RemoveMobj (mo);
+}
+
+
+
+void A_PlayerScream (mobj_t* mo)
+{
+    // Default death sound.
+    int		sound = sfx_pldeth;
+	
+    if ( (gamemode == commercial)
+	&& 	(mo->health < -50))
+    {
+	// IF THE PLAYER DIES
+	// LESS THAN -50% WITHOUT GIBBING
+	sound = sfx_pdiehi;
+    }
+    
+    S_StartSound (mo, sound);
+}
--- /dev/null
+++ b/src/p_floor.c
@@ -1,0 +1,558 @@
+// Emacs style mode select   -*- C++ -*- 
+//-----------------------------------------------------------------------------
+//
+// $Id: p_floor.c 4 2005-07-23 16:19:41Z fraggle $
+//
+// Copyright (C) 1993-1996 by id Software, Inc.
+//
+// This source is available for distribution and/or modification
+// only under the terms of the DOOM Source Code License as
+// published by id Software. All rights reserved.
+//
+// The source is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
+// for more details.
+//
+// $Log$
+// Revision 1.1  2005/07/23 16:20:50  fraggle
+// Initial revision
+//
+//
+// DESCRIPTION:
+//	Floor animation: raising stairs.
+//
+//-----------------------------------------------------------------------------
+
+static const char
+rcsid[] = "$Id: p_floor.c 4 2005-07-23 16:19:41Z fraggle $";
+
+
+#include "z_zone.h"
+#include "doomdef.h"
+#include "p_local.h"
+
+#include "s_sound.h"
+
+// State.
+#include "doomstat.h"
+#include "r_state.h"
+// Data.
+#include "sounds.h"
+
+
+//
+// FLOORS
+//
+
+//
+// Move a plane (floor or ceiling) and check for crushing
+//
+result_e
+T_MovePlane
+( sector_t*	sector,
+  fixed_t	speed,
+  fixed_t	dest,
+  boolean	crush,
+  int		floorOrCeiling,
+  int		direction )
+{
+    boolean	flag;
+    fixed_t	lastpos;
+	
+    switch(floorOrCeiling)
+    {
+      case 0:
+	// FLOOR
+	switch(direction)
+	{
+	  case -1:
+	    // DOWN
+	    if (sector->floorheight - speed < dest)
+	    {
+		lastpos = sector->floorheight;
+		sector->floorheight = dest;
+		flag = P_ChangeSector(sector,crush);
+		if (flag == true)
+		{
+		    sector->floorheight =lastpos;
+		    P_ChangeSector(sector,crush);
+		    //return crushed;
+		}
+		return pastdest;
+	    }
+	    else
+	    {
+		lastpos = sector->floorheight;
+		sector->floorheight -= speed;
+		flag = P_ChangeSector(sector,crush);
+		if (flag == true)
+		{
+		    sector->floorheight = lastpos;
+		    P_ChangeSector(sector,crush);
+		    return crushed;
+		}
+	    }
+	    break;
+						
+	  case 1:
+	    // UP
+	    if (sector->floorheight + speed > dest)
+	    {
+		lastpos = sector->floorheight;
+		sector->floorheight = dest;
+		flag = P_ChangeSector(sector,crush);
+		if (flag == true)
+		{
+		    sector->floorheight = lastpos;
+		    P_ChangeSector(sector,crush);
+		    //return crushed;
+		}
+		return pastdest;
+	    }
+	    else
+	    {
+		// COULD GET CRUSHED
+		lastpos = sector->floorheight;
+		sector->floorheight += speed;
+		flag = P_ChangeSector(sector,crush);
+		if (flag == true)
+		{
+		    if (crush == true)
+			return crushed;
+		    sector->floorheight = lastpos;
+		    P_ChangeSector(sector,crush);
+		    return crushed;
+		}
+	    }
+	    break;
+	}
+	break;
+									
+      case 1:
+	// CEILING
+	switch(direction)
+	{
+	  case -1:
+	    // DOWN
+	    if (sector->ceilingheight - speed < dest)
+	    {
+		lastpos = sector->ceilingheight;
+		sector->ceilingheight = dest;
+		flag = P_ChangeSector(sector,crush);
+
+		if (flag == true)
+		{
+		    sector->ceilingheight = lastpos;
+		    P_ChangeSector(sector,crush);
+		    //return crushed;
+		}
+		return pastdest;
+	    }
+	    else
+	    {
+		// COULD GET CRUSHED
+		lastpos = sector->ceilingheight;
+		sector->ceilingheight -= speed;
+		flag = P_ChangeSector(sector,crush);
+
+		if (flag == true)
+		{
+		    if (crush == true)
+			return crushed;
+		    sector->ceilingheight = lastpos;
+		    P_ChangeSector(sector,crush);
+		    return crushed;
+		}
+	    }
+	    break;
+						
+	  case 1:
+	    // UP
+	    if (sector->ceilingheight + speed > dest)
+	    {
+		lastpos = sector->ceilingheight;
+		sector->ceilingheight = dest;
+		flag = P_ChangeSector(sector,crush);
+		if (flag == true)
+		{
+		    sector->ceilingheight = lastpos;
+		    P_ChangeSector(sector,crush);
+		    //return crushed;
+		}
+		return pastdest;
+	    }
+	    else
+	    {
+		lastpos = sector->ceilingheight;
+		sector->ceilingheight += speed;
+		flag = P_ChangeSector(sector,crush);
+// UNUSED
+#if 0
+		if (flag == true)
+		{
+		    sector->ceilingheight = lastpos;
+		    P_ChangeSector(sector,crush);
+		    return crushed;
+		}
+#endif
+	    }
+	    break;
+	}
+	break;
+		
+    }
+    return ok;
+}
+
+
+//
+// MOVE A FLOOR TO IT'S DESTINATION (UP OR DOWN)
+//
+void T_MoveFloor(floormove_t* floor)
+{
+    result_e	res;
+	
+    res = T_MovePlane(floor->sector,
+		      floor->speed,
+		      floor->floordestheight,
+		      floor->crush,0,floor->direction);
+    
+    if (!(leveltime&7))
+	S_StartSound((mobj_t *)&floor->sector->soundorg,
+		     sfx_stnmov);
+    
+    if (res == pastdest)
+    {
+	floor->sector->specialdata = NULL;
+
+	if (floor->direction == 1)
+	{
+	    switch(floor->type)
+	    {
+	      case donutRaise:
+		floor->sector->special = floor->newspecial;
+		floor->sector->floorpic = floor->texture;
+	      default:
+		break;
+	    }
+	}
+	else if (floor->direction == -1)
+	{
+	    switch(floor->type)
+	    {
+	      case lowerAndChange:
+		floor->sector->special = floor->newspecial;
+		floor->sector->floorpic = floor->texture;
+	      default:
+		break;
+	    }
+	}
+	P_RemoveThinker(&floor->thinker);
+
+	S_StartSound((mobj_t *)&floor->sector->soundorg,
+		     sfx_pstop);
+    }
+
+}
+
+//
+// HANDLE FLOOR TYPES
+//
+int
+EV_DoFloor
+( line_t*	line,
+  floor_e	floortype )
+{
+    int			secnum;
+    int			rtn;
+    int			i;
+    sector_t*		sec;
+    floormove_t*	floor;
+
+    secnum = -1;
+    rtn = 0;
+    while ((secnum = P_FindSectorFromLineTag(line,secnum)) >= 0)
+    {
+	sec = &sectors[secnum];
+		
+	// ALREADY MOVING?  IF SO, KEEP GOING...
+	if (sec->specialdata)
+	    continue;
+	
+	// new floor thinker
+	rtn = 1;
+	floor = Z_Malloc (sizeof(*floor), PU_LEVSPEC, 0);
+	P_AddThinker (&floor->thinker);
+	sec->specialdata = floor;
+	floor->thinker.function.acp1 = (actionf_p1) T_MoveFloor;
+	floor->type = floortype;
+	floor->crush = false;
+
+	switch(floortype)
+	{
+	  case lowerFloor:
+	    floor->direction = -1;
+	    floor->sector = sec;
+	    floor->speed = FLOORSPEED;
+	    floor->floordestheight = 
+		P_FindHighestFloorSurrounding(sec);
+	    break;
+
+	  case lowerFloorToLowest:
+	    floor->direction = -1;
+	    floor->sector = sec;
+	    floor->speed = FLOORSPEED;
+	    floor->floordestheight = 
+		P_FindLowestFloorSurrounding(sec);
+	    break;
+
+	  case turboLower:
+	    floor->direction = -1;
+	    floor->sector = sec;
+	    floor->speed = FLOORSPEED * 4;
+	    floor->floordestheight = 
+		P_FindHighestFloorSurrounding(sec);
+	    if (floor->floordestheight != sec->floorheight)
+		floor->floordestheight += 8*FRACUNIT;
+	    break;
+
+	  case raiseFloorCrush:
+	    floor->crush = true;
+	  case raiseFloor:
+	    floor->direction = 1;
+	    floor->sector = sec;
+	    floor->speed = FLOORSPEED;
+	    floor->floordestheight = 
+		P_FindLowestCeilingSurrounding(sec);
+	    if (floor->floordestheight > sec->ceilingheight)
+		floor->floordestheight = sec->ceilingheight;
+	    floor->floordestheight -= (8*FRACUNIT)*
+		(floortype == raiseFloorCrush);
+	    break;
+
+	  case raiseFloorTurbo:
+	    floor->direction = 1;
+	    floor->sector = sec;
+	    floor->speed = FLOORSPEED*4;
+	    floor->floordestheight = 
+		P_FindNextHighestFloor(sec,sec->floorheight);
+	    break;
+
+	  case raiseFloorToNearest:
+	    floor->direction = 1;
+	    floor->sector = sec;
+	    floor->speed = FLOORSPEED;
+	    floor->floordestheight = 
+		P_FindNextHighestFloor(sec,sec->floorheight);
+	    break;
+
+	  case raiseFloor24:
+	    floor->direction = 1;
+	    floor->sector = sec;
+	    floor->speed = FLOORSPEED;
+	    floor->floordestheight = floor->sector->floorheight +
+		24 * FRACUNIT;
+	    break;
+	  case raiseFloor512:
+	    floor->direction = 1;
+	    floor->sector = sec;
+	    floor->speed = FLOORSPEED;
+	    floor->floordestheight = floor->sector->floorheight +
+		512 * FRACUNIT;
+	    break;
+
+	  case raiseFloor24AndChange:
+	    floor->direction = 1;
+	    floor->sector = sec;
+	    floor->speed = FLOORSPEED;
+	    floor->floordestheight = floor->sector->floorheight +
+		24 * FRACUNIT;
+	    sec->floorpic = line->frontsector->floorpic;
+	    sec->special = line->frontsector->special;
+	    break;
+
+	  case raiseToTexture:
+	  {
+	      int	minsize = MAXINT;
+	      side_t*	side;
+				
+	      floor->direction = 1;
+	      floor->sector = sec;
+	      floor->speed = FLOORSPEED;
+	      for (i = 0; i < sec->linecount; i++)
+	      {
+		  if (twoSided (secnum, i) )
+		  {
+		      side = getSide(secnum,i,0);
+		      if (side->bottomtexture >= 0)
+			  if (textureheight[side->bottomtexture] < 
+			      minsize)
+			      minsize = 
+				  textureheight[side->bottomtexture];
+		      side = getSide(secnum,i,1);
+		      if (side->bottomtexture >= 0)
+			  if (textureheight[side->bottomtexture] < 
+			      minsize)
+			      minsize = 
+				  textureheight[side->bottomtexture];
+		  }
+	      }
+	      floor->floordestheight =
+		  floor->sector->floorheight + minsize;
+	  }
+	  break;
+	  
+	  case lowerAndChange:
+	    floor->direction = -1;
+	    floor->sector = sec;
+	    floor->speed = FLOORSPEED;
+	    floor->floordestheight = 
+		P_FindLowestFloorSurrounding(sec);
+	    floor->texture = sec->floorpic;
+
+	    for (i = 0; i < sec->linecount; i++)
+	    {
+		if ( twoSided(secnum, i) )
+		{
+		    if (getSide(secnum,i,0)->sector-sectors == secnum)
+		    {
+			sec = getSector(secnum,i,1);
+
+			if (sec->floorheight == floor->floordestheight)
+			{
+			    floor->texture = sec->floorpic;
+			    floor->newspecial = sec->special;
+			    break;
+			}
+		    }
+		    else
+		    {
+			sec = getSector(secnum,i,0);
+
+			if (sec->floorheight == floor->floordestheight)
+			{
+			    floor->texture = sec->floorpic;
+			    floor->newspecial = sec->special;
+			    break;
+			}
+		    }
+		}
+	    }
+	  default:
+	    break;
+	}
+    }
+    return rtn;
+}
+
+
+
+
+//
+// BUILD A STAIRCASE!
+//
+int
+EV_BuildStairs
+( line_t*	line,
+  stair_e	type )
+{
+    int			secnum;
+    int			height;
+    int			i;
+    int			newsecnum;
+    int			texture;
+    int			ok;
+    int			rtn;
+    
+    sector_t*		sec;
+    sector_t*		tsec;
+
+    floormove_t*	floor;
+    
+    fixed_t		stairsize;
+    fixed_t		speed;
+
+    secnum = -1;
+    rtn = 0;
+    while ((secnum = P_FindSectorFromLineTag(line,secnum)) >= 0)
+    {
+	sec = &sectors[secnum];
+		
+	// ALREADY MOVING?  IF SO, KEEP GOING...
+	if (sec->specialdata)
+	    continue;
+	
+	// new floor thinker
+	rtn = 1;
+	floor = Z_Malloc (sizeof(*floor), PU_LEVSPEC, 0);
+	P_AddThinker (&floor->thinker);
+	sec->specialdata = floor;
+	floor->thinker.function.acp1 = (actionf_p1) T_MoveFloor;
+	floor->direction = 1;
+	floor->sector = sec;
+	switch(type)
+	{
+	  case build8:
+	    speed = FLOORSPEED/4;
+	    stairsize = 8*FRACUNIT;
+	    break;
+	  case turbo16:
+	    speed = FLOORSPEED*4;
+	    stairsize = 16*FRACUNIT;
+	    break;
+	}
+	floor->speed = speed;
+	height = sec->floorheight + stairsize;
+	floor->floordestheight = height;
+		
+	texture = sec->floorpic;
+	
+	// Find next sector to raise
+	// 1.	Find 2-sided line with same sector side[0]
+	// 2.	Other side is the next sector to raise
+	do
+	{
+	    ok = 0;
+	    for (i = 0;i < sec->linecount;i++)
+	    {
+		if ( !((sec->lines[i])->flags & ML_TWOSIDED) )
+		    continue;
+					
+		tsec = (sec->lines[i])->frontsector;
+		newsecnum = tsec-sectors;
+		
+		if (secnum != newsecnum)
+		    continue;
+
+		tsec = (sec->lines[i])->backsector;
+		newsecnum = tsec - sectors;
+
+		if (tsec->floorpic != texture)
+		    continue;
+					
+		height += stairsize;
+
+		if (tsec->specialdata)
+		    continue;
+					
+		sec = tsec;
+		secnum = newsecnum;
+		floor = Z_Malloc (sizeof(*floor), PU_LEVSPEC, 0);
+
+		P_AddThinker (&floor->thinker);
+
+		sec->specialdata = floor;
+		floor->thinker.function.acp1 = (actionf_p1) T_MoveFloor;
+		floor->direction = 1;
+		floor->sector = sec;
+		floor->speed = speed;
+		floor->floordestheight = height;
+		ok = 1;
+		break;
+	    }
+	} while(ok);
+    }
+    return rtn;
+}
+
--- /dev/null
+++ b/src/p_inter.c
@@ -1,0 +1,921 @@
+// Emacs style mode select   -*- C++ -*- 
+//-----------------------------------------------------------------------------
+//
+// $Id: p_inter.c 4 2005-07-23 16:19:41Z fraggle $
+//
+// Copyright (C) 1993-1996 by id Software, Inc.
+//
+// This source is available for distribution and/or modification
+// only under the terms of the DOOM Source Code License as
+// published by id Software. All rights reserved.
+//
+// The source is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
+// for more details.
+//
+// $Log$
+// Revision 1.1  2005/07/23 16:20:12  fraggle
+// Initial revision
+//
+//
+// DESCRIPTION:
+//	Handling interactions (i.e., collisions).
+//
+//-----------------------------------------------------------------------------
+
+
+static const char
+rcsid[] = "$Id: p_inter.c 4 2005-07-23 16:19:41Z fraggle $";
+
+
+// Data.
+#include "doomdef.h"
+#include "dstrings.h"
+#include "sounds.h"
+
+#include "doomstat.h"
+
+#include "m_random.h"
+#include "i_system.h"
+
+#include "am_map.h"
+
+#include "p_local.h"
+
+#include "s_sound.h"
+
+#ifdef __GNUG__
+#pragma implementation "p_inter.h"
+#endif
+#include "p_inter.h"
+
+
+#define BONUSADD	6
+
+
+
+
+// a weapon is found with two clip loads,
+// a big item has five clip loads
+int	maxammo[NUMAMMO] = {200, 50, 300, 50};
+int	clipammo[NUMAMMO] = {10, 4, 20, 1};
+
+
+//
+// GET STUFF
+//
+
+//
+// P_GiveAmmo
+// Num is the number of clip loads,
+// not the individual count (0= 1/2 clip).
+// Returns false if the ammo can't be picked up at all
+//
+
+boolean
+P_GiveAmmo
+( player_t*	player,
+  ammotype_t	ammo,
+  int		num )
+{
+    int		oldammo;
+	
+    if (ammo == am_noammo)
+	return false;
+		
+    if (ammo < 0 || ammo > NUMAMMO)
+	I_Error ("P_GiveAmmo: bad type %i", ammo);
+		
+    if ( player->ammo[ammo] == player->maxammo[ammo]  )
+	return false;
+		
+    if (num)
+	num *= clipammo[ammo];
+    else
+	num = clipammo[ammo]/2;
+    
+    if (gameskill == sk_baby
+	|| gameskill == sk_nightmare)
+    {
+	// give double ammo in trainer mode,
+	// you'll need in nightmare
+	num <<= 1;
+    }
+    
+		
+    oldammo = player->ammo[ammo];
+    player->ammo[ammo] += num;
+
+    if (player->ammo[ammo] > player->maxammo[ammo])
+	player->ammo[ammo] = player->maxammo[ammo];
+
+    // If non zero ammo, 
+    // don't change up weapons,
+    // player was lower on purpose.
+    if (oldammo)
+	return true;	
+
+    // We were down to zero,
+    // so select a new weapon.
+    // Preferences are not user selectable.
+    switch (ammo)
+    {
+      case am_clip:
+	if (player->readyweapon == wp_fist)
+	{
+	    if (player->weaponowned[wp_chaingun])
+		player->pendingweapon = wp_chaingun;
+	    else
+		player->pendingweapon = wp_pistol;
+	}
+	break;
+	
+      case am_shell:
+	if (player->readyweapon == wp_fist
+	    || player->readyweapon == wp_pistol)
+	{
+	    if (player->weaponowned[wp_shotgun])
+		player->pendingweapon = wp_shotgun;
+	}
+	break;
+	
+      case am_cell:
+	if (player->readyweapon == wp_fist
+	    || player->readyweapon == wp_pistol)
+	{
+	    if (player->weaponowned[wp_plasma])
+		player->pendingweapon = wp_plasma;
+	}
+	break;
+	
+      case am_misl:
+	if (player->readyweapon == wp_fist)
+	{
+	    if (player->weaponowned[wp_missile])
+		player->pendingweapon = wp_missile;
+	}
+      default:
+	break;
+    }
+	
+    return true;
+}
+
+
+//
+// P_GiveWeapon
+// The weapon name may have a MF_DROPPED flag ored in.
+//
+boolean
+P_GiveWeapon
+( player_t*	player,
+  weapontype_t	weapon,
+  boolean	dropped )
+{
+    boolean	gaveammo;
+    boolean	gaveweapon;
+	
+    if (netgame
+	&& (deathmatch!=2)
+	 && !dropped )
+    {
+	// leave placed weapons forever on net games
+	if (player->weaponowned[weapon])
+	    return false;
+
+	player->bonuscount += BONUSADD;
+	player->weaponowned[weapon] = true;
+
+	if (deathmatch)
+	    P_GiveAmmo (player, weaponinfo[weapon].ammo, 5);
+	else
+	    P_GiveAmmo (player, weaponinfo[weapon].ammo, 2);
+	player->pendingweapon = weapon;
+
+	if (player == &players[consoleplayer])
+	    S_StartSound (NULL, sfx_wpnup);
+	return false;
+    }
+	
+    if (weaponinfo[weapon].ammo != am_noammo)
+    {
+	// give one clip with a dropped weapon,
+	// two clips with a found weapon
+	if (dropped)
+	    gaveammo = P_GiveAmmo (player, weaponinfo[weapon].ammo, 1);
+	else
+	    gaveammo = P_GiveAmmo (player, weaponinfo[weapon].ammo, 2);
+    }
+    else
+	gaveammo = false;
+	
+    if (player->weaponowned[weapon])
+	gaveweapon = false;
+    else
+    {
+	gaveweapon = true;
+	player->weaponowned[weapon] = true;
+	player->pendingweapon = weapon;
+    }
+	
+    return (gaveweapon || gaveammo);
+}
+
+ 
+
+//
+// P_GiveBody
+// Returns false if the body isn't needed at all
+//
+boolean
+P_GiveBody
+( player_t*	player,
+  int		num )
+{
+    if (player->health >= MAXHEALTH)
+	return false;
+		
+    player->health += num;
+    if (player->health > MAXHEALTH)
+	player->health = MAXHEALTH;
+    player->mo->health = player->health;
+	
+    return true;
+}
+
+
+
+//
+// P_GiveArmor
+// Returns false if the armor is worse
+// than the current armor.
+//
+boolean
+P_GiveArmor
+( player_t*	player,
+  int		armortype )
+{
+    int		hits;
+	
+    hits = armortype*100;
+    if (player->armorpoints >= hits)
+	return false;	// don't pick up
+		
+    player->armortype = armortype;
+    player->armorpoints = hits;
+	
+    return true;
+}
+
+
+
+//
+// P_GiveCard
+//
+void
+P_GiveCard
+( player_t*	player,
+  card_t	card )
+{
+    if (player->cards[card])
+	return;
+    
+    player->bonuscount = BONUSADD;
+    player->cards[card] = 1;
+}
+
+
+//
+// P_GivePower
+//
+boolean
+P_GivePower
+( player_t*	player,
+  int /*powertype_t*/	power )
+{
+    if (power == pw_invulnerability)
+    {
+	player->powers[power] = INVULNTICS;
+	return true;
+    }
+    
+    if (power == pw_invisibility)
+    {
+	player->powers[power] = INVISTICS;
+	player->mo->flags |= MF_SHADOW;
+	return true;
+    }
+    
+    if (power == pw_infrared)
+    {
+	player->powers[power] = INFRATICS;
+	return true;
+    }
+    
+    if (power == pw_ironfeet)
+    {
+	player->powers[power] = IRONTICS;
+	return true;
+    }
+    
+    if (power == pw_strength)
+    {
+	P_GiveBody (player, 100);
+	player->powers[power] = 1;
+	return true;
+    }
+	
+    if (player->powers[power])
+	return false;	// already got it
+		
+    player->powers[power] = 1;
+    return true;
+}
+
+
+
+//
+// P_TouchSpecialThing
+//
+void
+P_TouchSpecialThing
+( mobj_t*	special,
+  mobj_t*	toucher )
+{
+    player_t*	player;
+    int		i;
+    fixed_t	delta;
+    int		sound;
+		
+    delta = special->z - toucher->z;
+
+    if (delta > toucher->height
+	|| delta < -8*FRACUNIT)
+    {
+	// out of reach
+	return;
+    }
+    
+	
+    sound = sfx_itemup;	
+    player = toucher->player;
+
+    // Dead thing touching.
+    // Can happen with a sliding player corpse.
+    if (toucher->health <= 0)
+	return;
+
+    // Identify by sprite.
+    switch (special->sprite)
+    {
+	// armor
+      case SPR_ARM1:
+	if (!P_GiveArmor (player, 1))
+	    return;
+	player->message = GOTARMOR;
+	break;
+		
+      case SPR_ARM2:
+	if (!P_GiveArmor (player, 2))
+	    return;
+	player->message = GOTMEGA;
+	break;
+	
+	// bonus items
+      case SPR_BON1:
+	player->health++;		// can go over 100%
+	if (player->health > 200)
+	    player->health = 200;
+	player->mo->health = player->health;
+	player->message = GOTHTHBONUS;
+	break;
+	
+      case SPR_BON2:
+	player->armorpoints++;		// can go over 100%
+	if (player->armorpoints > 200)
+	    player->armorpoints = 200;
+	if (!player->armortype)
+	    player->armortype = 1;
+	player->message = GOTARMBONUS;
+	break;
+	
+      case SPR_SOUL:
+	player->health += 100;
+	if (player->health > 200)
+	    player->health = 200;
+	player->mo->health = player->health;
+	player->message = GOTSUPER;
+	sound = sfx_getpow;
+	break;
+	
+      case SPR_MEGA:
+	if (gamemode != commercial)
+	    return;
+	player->health = 200;
+	player->mo->health = player->health;
+	P_GiveArmor (player,2);
+	player->message = GOTMSPHERE;
+	sound = sfx_getpow;
+	break;
+	
+	// cards
+	// leave cards for everyone
+      case SPR_BKEY:
+	if (!player->cards[it_bluecard])
+	    player->message = GOTBLUECARD;
+	P_GiveCard (player, it_bluecard);
+	if (!netgame)
+	    break;
+	return;
+	
+      case SPR_YKEY:
+	if (!player->cards[it_yellowcard])
+	    player->message = GOTYELWCARD;
+	P_GiveCard (player, it_yellowcard);
+	if (!netgame)
+	    break;
+	return;
+	
+      case SPR_RKEY:
+	if (!player->cards[it_redcard])
+	    player->message = GOTREDCARD;
+	P_GiveCard (player, it_redcard);
+	if (!netgame)
+	    break;
+	return;
+	
+      case SPR_BSKU:
+	if (!player->cards[it_blueskull])
+	    player->message = GOTBLUESKUL;
+	P_GiveCard (player, it_blueskull);
+	if (!netgame)
+	    break;
+	return;
+	
+      case SPR_YSKU:
+	if (!player->cards[it_yellowskull])
+	    player->message = GOTYELWSKUL;
+	P_GiveCard (player, it_yellowskull);
+	if (!netgame)
+	    break;
+	return;
+	
+      case SPR_RSKU:
+	if (!player->cards[it_redskull])
+	    player->message = GOTREDSKULL;
+	P_GiveCard (player, it_redskull);
+	if (!netgame)
+	    break;
+	return;
+	
+	// medikits, heals
+      case SPR_STIM:
+	if (!P_GiveBody (player, 10))
+	    return;
+	player->message = GOTSTIM;
+	break;
+	
+      case SPR_MEDI:
+	if (!P_GiveBody (player, 25))
+	    return;
+
+	if (player->health < 25)
+	    player->message = GOTMEDINEED;
+	else
+	    player->message = GOTMEDIKIT;
+	break;
+
+	
+	// power ups
+      case SPR_PINV:
+	if (!P_GivePower (player, pw_invulnerability))
+	    return;
+	player->message = GOTINVUL;
+	sound = sfx_getpow;
+	break;
+	
+      case SPR_PSTR:
+	if (!P_GivePower (player, pw_strength))
+	    return;
+	player->message = GOTBERSERK;
+	if (player->readyweapon != wp_fist)
+	    player->pendingweapon = wp_fist;
+	sound = sfx_getpow;
+	break;
+	
+      case SPR_PINS:
+	if (!P_GivePower (player, pw_invisibility))
+	    return;
+	player->message = GOTINVIS;
+	sound = sfx_getpow;
+	break;
+	
+      case SPR_SUIT:
+	if (!P_GivePower (player, pw_ironfeet))
+	    return;
+	player->message = GOTSUIT;
+	sound = sfx_getpow;
+	break;
+	
+      case SPR_PMAP:
+	if (!P_GivePower (player, pw_allmap))
+	    return;
+	player->message = GOTMAP;
+	sound = sfx_getpow;
+	break;
+	
+      case SPR_PVIS:
+	if (!P_GivePower (player, pw_infrared))
+	    return;
+	player->message = GOTVISOR;
+	sound = sfx_getpow;
+	break;
+	
+	// ammo
+      case SPR_CLIP:
+	if (special->flags & MF_DROPPED)
+	{
+	    if (!P_GiveAmmo (player,am_clip,0))
+		return;
+	}
+	else
+	{
+	    if (!P_GiveAmmo (player,am_clip,1))
+		return;
+	}
+	player->message = GOTCLIP;
+	break;
+	
+      case SPR_AMMO:
+	if (!P_GiveAmmo (player, am_clip,5))
+	    return;
+	player->message = GOTCLIPBOX;
+	break;
+	
+      case SPR_ROCK:
+	if (!P_GiveAmmo (player, am_misl,1))
+	    return;
+	player->message = GOTROCKET;
+	break;
+	
+      case SPR_BROK:
+	if (!P_GiveAmmo (player, am_misl,5))
+	    return;
+	player->message = GOTROCKBOX;
+	break;
+	
+      case SPR_CELL:
+	if (!P_GiveAmmo (player, am_cell,1))
+	    return;
+	player->message = GOTCELL;
+	break;
+	
+      case SPR_CELP:
+	if (!P_GiveAmmo (player, am_cell,5))
+	    return;
+	player->message = GOTCELLBOX;
+	break;
+	
+      case SPR_SHEL:
+	if (!P_GiveAmmo (player, am_shell,1))
+	    return;
+	player->message = GOTSHELLS;
+	break;
+	
+      case SPR_SBOX:
+	if (!P_GiveAmmo (player, am_shell,5))
+	    return;
+	player->message = GOTSHELLBOX;
+	break;
+	
+      case SPR_BPAK:
+	if (!player->backpack)
+	{
+	    for (i=0 ; i<NUMAMMO ; i++)
+		player->maxammo[i] *= 2;
+	    player->backpack = true;
+	}
+	for (i=0 ; i<NUMAMMO ; i++)
+	    P_GiveAmmo (player, i, 1);
+	player->message = GOTBACKPACK;
+	break;
+	
+	// weapons
+      case SPR_BFUG:
+	if (!P_GiveWeapon (player, wp_bfg, false) )
+	    return;
+	player->message = GOTBFG9000;
+	sound = sfx_wpnup;	
+	break;
+	
+      case SPR_MGUN:
+	if (!P_GiveWeapon (player, wp_chaingun, special->flags&MF_DROPPED) )
+	    return;
+	player->message = GOTCHAINGUN;
+	sound = sfx_wpnup;	
+	break;
+	
+      case SPR_CSAW:
+	if (!P_GiveWeapon (player, wp_chainsaw, false) )
+	    return;
+	player->message = GOTCHAINSAW;
+	sound = sfx_wpnup;	
+	break;
+	
+      case SPR_LAUN:
+	if (!P_GiveWeapon (player, wp_missile, false) )
+	    return;
+	player->message = GOTLAUNCHER;
+	sound = sfx_wpnup;	
+	break;
+	
+      case SPR_PLAS:
+	if (!P_GiveWeapon (player, wp_plasma, false) )
+	    return;
+	player->message = GOTPLASMA;
+	sound = sfx_wpnup;	
+	break;
+	
+      case SPR_SHOT:
+	if (!P_GiveWeapon (player, wp_shotgun, special->flags&MF_DROPPED ) )
+	    return;
+	player->message = GOTSHOTGUN;
+	sound = sfx_wpnup;	
+	break;
+		
+      case SPR_SGN2:
+	if (!P_GiveWeapon (player, wp_supershotgun, special->flags&MF_DROPPED ) )
+	    return;
+	player->message = GOTSHOTGUN2;
+	sound = sfx_wpnup;	
+	break;
+		
+      default:
+	I_Error ("P_SpecialThing: Unknown gettable thing");
+    }
+	
+    if (special->flags & MF_COUNTITEM)
+	player->itemcount++;
+    P_RemoveMobj (special);
+    player->bonuscount += BONUSADD;
+    if (player == &players[consoleplayer])
+	S_StartSound (NULL, sound);
+}
+
+
+//
+// KillMobj
+//
+void
+P_KillMobj
+( mobj_t*	source,
+  mobj_t*	target )
+{
+    mobjtype_t	item;
+    mobj_t*	mo;
+	
+    target->flags &= ~(MF_SHOOTABLE|MF_FLOAT|MF_SKULLFLY);
+
+    if (target->type != MT_SKULL)
+	target->flags &= ~MF_NOGRAVITY;
+
+    target->flags |= MF_CORPSE|MF_DROPOFF;
+    target->height >>= 2;
+
+    if (source && source->player)
+    {
+	// count for intermission
+	if (target->flags & MF_COUNTKILL)
+	    source->player->killcount++;	
+
+	if (target->player)
+	    source->player->frags[target->player-players]++;
+    }
+    else if (!netgame && (target->flags & MF_COUNTKILL) )
+    {
+	// count all monster deaths,
+	// even those caused by other monsters
+	players[0].killcount++;
+    }
+    
+    if (target->player)
+    {
+	// count environment kills against you
+	if (!source)	
+	    target->player->frags[target->player-players]++;
+			
+	target->flags &= ~MF_SOLID;
+	target->player->playerstate = PST_DEAD;
+	P_DropWeapon (target->player);
+
+	if (target->player == &players[consoleplayer]
+	    && automapactive)
+	{
+	    // don't die in auto map,
+	    // switch view prior to dying
+	    AM_Stop ();
+	}
+	
+    }
+
+    if (target->health < -target->info->spawnhealth 
+	&& target->info->xdeathstate)
+    {
+	P_SetMobjState (target, target->info->xdeathstate);
+    }
+    else
+	P_SetMobjState (target, target->info->deathstate);
+    target->tics -= P_Random()&3;
+
+    if (target->tics < 1)
+	target->tics = 1;
+		
+    //	I_StartSound (&actor->r, actor->info->deathsound);
+
+
+    // Drop stuff.
+    // This determines the kind of object spawned
+    // during the death frame of a thing.
+    switch (target->type)
+    {
+      case MT_WOLFSS:
+      case MT_POSSESSED:
+	item = MT_CLIP;
+	break;
+	
+      case MT_SHOTGUY:
+	item = MT_SHOTGUN;
+	break;
+	
+      case MT_CHAINGUY:
+	item = MT_CHAINGUN;
+	break;
+	
+      default:
+	return;
+    }
+
+    mo = P_SpawnMobj (target->x,target->y,ONFLOORZ, item);
+    mo->flags |= MF_DROPPED;	// special versions of items
+}
+
+
+
+
+//
+// P_DamageMobj
+// Damages both enemies and players
+// "inflictor" is the thing that caused the damage
+//  creature or missile, can be NULL (slime, etc)
+// "source" is the thing to target after taking damage
+//  creature or NULL
+// Source and inflictor are the same for melee attacks.
+// Source can be NULL for slime, barrel explosions
+// and other environmental stuff.
+//
+void
+P_DamageMobj
+( mobj_t*	target,
+  mobj_t*	inflictor,
+  mobj_t*	source,
+  int 		damage )
+{
+    unsigned	ang;
+    int		saved;
+    player_t*	player;
+    fixed_t	thrust;
+    int		temp;
+	
+    if ( !(target->flags & MF_SHOOTABLE) )
+	return;	// shouldn't happen...
+		
+    if (target->health <= 0)
+	return;
+
+    if ( target->flags & MF_SKULLFLY )
+    {
+	target->momx = target->momy = target->momz = 0;
+    }
+	
+    player = target->player;
+    if (player && gameskill == sk_baby)
+	damage >>= 1; 	// take half damage in trainer mode
+		
+
+    // Some close combat weapons should not
+    // inflict thrust and push the victim out of reach,
+    // thus kick away unless using the chainsaw.
+    if (inflictor
+	&& !(target->flags & MF_NOCLIP)
+	&& (!source
+	    || !source->player
+	    || source->player->readyweapon != wp_chainsaw))
+    {
+	ang = R_PointToAngle2 ( inflictor->x,
+				inflictor->y,
+				target->x,
+				target->y);
+		
+	thrust = damage*(FRACUNIT>>3)*100/target->info->mass;
+
+	// make fall forwards sometimes
+	if ( damage < 40
+	     && damage > target->health
+	     && target->z - inflictor->z > 64*FRACUNIT
+	     && (P_Random ()&1) )
+	{
+	    ang += ANG180;
+	    thrust *= 4;
+	}
+		
+	ang >>= ANGLETOFINESHIFT;
+	target->momx += FixedMul (thrust, finecosine[ang]);
+	target->momy += FixedMul (thrust, finesine[ang]);
+    }
+    
+    // player specific
+    if (player)
+    {
+	// end of game hell hack
+	if (target->subsector->sector->special == 11
+	    && damage >= target->health)
+	{
+	    damage = target->health - 1;
+	}
+	
+
+	// Below certain threshold,
+	// ignore damage in GOD mode, or with INVUL power.
+	if ( damage < 1000
+	     && ( (player->cheats&CF_GODMODE)
+		  || player->powers[pw_invulnerability] ) )
+	{
+	    return;
+	}
+	
+	if (player->armortype)
+	{
+	    if (player->armortype == 1)
+		saved = damage/3;
+	    else
+		saved = damage/2;
+	    
+	    if (player->armorpoints <= saved)
+	    {
+		// armor is used up
+		saved = player->armorpoints;
+		player->armortype = 0;
+	    }
+	    player->armorpoints -= saved;
+	    damage -= saved;
+	}
+	player->health -= damage; 	// mirror mobj health here for Dave
+	if (player->health < 0)
+	    player->health = 0;
+	
+	player->attacker = source;
+	player->damagecount += damage;	// add damage after armor / invuln
+
+	if (player->damagecount > 100)
+	    player->damagecount = 100;	// teleport stomp does 10k points...
+	
+	temp = damage < 100 ? damage : 100;
+
+	if (player == &players[consoleplayer])
+	    I_Tactile (40,10,40+temp*2);
+    }
+    
+    // do the damage	
+    target->health -= damage;	
+    if (target->health <= 0)
+    {
+	P_KillMobj (source, target);
+	return;
+    }
+
+    if ( (P_Random () < target->info->painchance)
+	 && !(target->flags&MF_SKULLFLY) )
+    {
+	target->flags |= MF_JUSTHIT;	// fight back!
+	
+	P_SetMobjState (target, target->info->painstate);
+    }
+			
+    target->reactiontime = 0;		// we're awake now...	
+
+    if ( (!target->threshold || target->type == MT_VILE)
+	 && source && source != target
+	 && source->type != MT_VILE)
+    {
+	// if not intent on another player,
+	// chase after this one
+	target->target = source;
+	target->threshold = BASETHRESHOLD;
+	if (target->state == &states[target->info->spawnstate]
+	    && target->info->seestate != S_NULL)
+	    P_SetMobjState (target, target->info->seestate);
+    }
+			
+}
+
--- /dev/null
+++ b/src/p_inter.h
@@ -1,0 +1,44 @@
+// Emacs style mode select   -*- C++ -*- 
+//-----------------------------------------------------------------------------
+//
+// $Id: p_inter.h 4 2005-07-23 16:19:41Z fraggle $
+//
+// Copyright (C) 1993-1996 by id Software, Inc.
+//
+// This source is available for distribution and/or modification
+// only under the terms of the DOOM Source Code License as
+// published by id Software. All rights reserved.
+//
+// The source is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
+// for more details.
+//
+// DESCRIPTION:
+//
+//
+//-----------------------------------------------------------------------------
+
+
+#ifndef __P_INTER__
+#define __P_INTER__
+
+
+#ifdef __GNUG__
+#pragma interface
+#endif
+
+
+boolean	P_GivePower(player_t*, int);
+
+
+
+#endif
+//-----------------------------------------------------------------------------
+//
+// $Log$
+// Revision 1.1  2005/07/23 16:20:12  fraggle
+// Initial revision
+//
+//
+//-----------------------------------------------------------------------------
--- /dev/null
+++ b/src/p_lights.c
@@ -1,0 +1,360 @@
+// Emacs style mode select   -*- C++ -*- 
+//-----------------------------------------------------------------------------
+//
+// $Id: p_lights.c 4 2005-07-23 16:19:41Z fraggle $
+//
+// Copyright (C) 1993-1996 by id Software, Inc.
+//
+// This source is available for distribution and/or modification
+// only under the terms of the DOOM Source Code License as
+// published by id Software. All rights reserved.
+//
+// The source is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
+// for more details.
+//
+// $Log$
+// Revision 1.1  2005/07/23 16:20:39  fraggle
+// Initial revision
+//
+//
+// DESCRIPTION:
+//	Handle Sector base lighting effects.
+//	Muzzle flash?
+//
+//-----------------------------------------------------------------------------
+
+static const char
+rcsid[] = "$Id: p_lights.c 4 2005-07-23 16:19:41Z fraggle $";
+
+
+#include "z_zone.h"
+#include "m_random.h"
+
+#include "doomdef.h"
+#include "p_local.h"
+
+
+// State.
+#include "r_state.h"
+
+//
+// FIRELIGHT FLICKER
+//
+
+//
+// T_FireFlicker
+//
+void T_FireFlicker (fireflicker_t* flick)
+{
+    int	amount;
+	
+    if (--flick->count)
+	return;
+	
+    amount = (P_Random()&3)*16;
+    
+    if (flick->sector->lightlevel - amount < flick->minlight)
+	flick->sector->lightlevel = flick->minlight;
+    else
+	flick->sector->lightlevel = flick->maxlight - amount;
+
+    flick->count = 4;
+}
+
+
+
+//
+// P_SpawnFireFlicker
+//
+void P_SpawnFireFlicker (sector_t*	sector)
+{
+    fireflicker_t*	flick;
+	
+    // Note that we are resetting sector attributes.
+    // Nothing special about it during gameplay.
+    sector->special = 0; 
+	
+    flick = Z_Malloc ( sizeof(*flick), PU_LEVSPEC, 0);
+
+    P_AddThinker (&flick->thinker);
+
+    flick->thinker.function.acp1 = (actionf_p1) T_FireFlicker;
+    flick->sector = sector;
+    flick->maxlight = sector->lightlevel;
+    flick->minlight = P_FindMinSurroundingLight(sector,sector->lightlevel)+16;
+    flick->count = 4;
+}
+
+
+
+//
+// BROKEN LIGHT FLASHING
+//
+
+
+//
+// T_LightFlash
+// Do flashing lights.
+//
+void T_LightFlash (lightflash_t* flash)
+{
+    if (--flash->count)
+	return;
+	
+    if (flash->sector->lightlevel == flash->maxlight)
+    {
+	flash-> sector->lightlevel = flash->minlight;
+	flash->count = (P_Random()&flash->mintime)+1;
+    }
+    else
+    {
+	flash-> sector->lightlevel = flash->maxlight;
+	flash->count = (P_Random()&flash->maxtime)+1;
+    }
+
+}
+
+
+
+
+//
+// P_SpawnLightFlash
+// After the map has been loaded, scan each sector
+// for specials that spawn thinkers
+//
+void P_SpawnLightFlash (sector_t*	sector)
+{
+    lightflash_t*	flash;
+
+    // nothing special about it during gameplay
+    sector->special = 0;	
+	
+    flash = Z_Malloc ( sizeof(*flash), PU_LEVSPEC, 0);
+
+    P_AddThinker (&flash->thinker);
+
+    flash->thinker.function.acp1 = (actionf_p1) T_LightFlash;
+    flash->sector = sector;
+    flash->maxlight = sector->lightlevel;
+
+    flash->minlight = P_FindMinSurroundingLight(sector,sector->lightlevel);
+    flash->maxtime = 64;
+    flash->mintime = 7;
+    flash->count = (P_Random()&flash->maxtime)+1;
+}
+
+
+
+//
+// STROBE LIGHT FLASHING
+//
+
+
+//
+// T_StrobeFlash
+//
+void T_StrobeFlash (strobe_t*		flash)
+{
+    if (--flash->count)
+	return;
+	
+    if (flash->sector->lightlevel == flash->minlight)
+    {
+	flash-> sector->lightlevel = flash->maxlight;
+	flash->count = flash->brighttime;
+    }
+    else
+    {
+	flash-> sector->lightlevel = flash->minlight;
+	flash->count =flash->darktime;
+    }
+
+}
+
+
+
+//
+// P_SpawnStrobeFlash
+// After the map has been loaded, scan each sector
+// for specials that spawn thinkers
+//
+void
+P_SpawnStrobeFlash
+( sector_t*	sector,
+  int		fastOrSlow,
+  int		inSync )
+{
+    strobe_t*	flash;
+	
+    flash = Z_Malloc ( sizeof(*flash), PU_LEVSPEC, 0);
+
+    P_AddThinker (&flash->thinker);
+
+    flash->sector = sector;
+    flash->darktime = fastOrSlow;
+    flash->brighttime = STROBEBRIGHT;
+    flash->thinker.function.acp1 = (actionf_p1) T_StrobeFlash;
+    flash->maxlight = sector->lightlevel;
+    flash->minlight = P_FindMinSurroundingLight(sector, sector->lightlevel);
+		
+    if (flash->minlight == flash->maxlight)
+	flash->minlight = 0;
+
+    // nothing special about it during gameplay
+    sector->special = 0;	
+
+    if (!inSync)
+	flash->count = (P_Random()&7)+1;
+    else
+	flash->count = 1;
+}
+
+
+//
+// Start strobing lights (usually from a trigger)
+//
+void EV_StartLightStrobing(line_t*	line)
+{
+    int		secnum;
+    sector_t*	sec;
+	
+    secnum = -1;
+    while ((secnum = P_FindSectorFromLineTag(line,secnum)) >= 0)
+    {
+	sec = &sectors[secnum];
+	if (sec->specialdata)
+	    continue;
+	
+	P_SpawnStrobeFlash (sec,SLOWDARK, 0);
+    }
+}
+
+
+
+//
+// TURN LINE'S TAG LIGHTS OFF
+//
+void EV_TurnTagLightsOff(line_t* line)
+{
+    int			i;
+    int			j;
+    int			min;
+    sector_t*		sector;
+    sector_t*		tsec;
+    line_t*		templine;
+	
+    sector = sectors;
+    
+    for (j = 0;j < numsectors; j++, sector++)
+    {
+	if (sector->tag == line->tag)
+	{
+	    min = sector->lightlevel;
+	    for (i = 0;i < sector->linecount; i++)
+	    {
+		templine = sector->lines[i];
+		tsec = getNextSector(templine,sector);
+		if (!tsec)
+		    continue;
+		if (tsec->lightlevel < min)
+		    min = tsec->lightlevel;
+	    }
+	    sector->lightlevel = min;
+	}
+    }
+}
+
+
+//
+// TURN LINE'S TAG LIGHTS ON
+//
+void
+EV_LightTurnOn
+( line_t*	line,
+  int		bright )
+{
+    int		i;
+    int		j;
+    sector_t*	sector;
+    sector_t*	temp;
+    line_t*	templine;
+	
+    sector = sectors;
+	
+    for (i=0;i<numsectors;i++, sector++)
+    {
+	if (sector->tag == line->tag)
+	{
+	    // bright = 0 means to search
+	    // for highest light level
+	    // surrounding sector
+	    if (!bright)
+	    {
+		for (j = 0;j < sector->linecount; j++)
+		{
+		    templine = sector->lines[j];
+		    temp = getNextSector(templine,sector);
+
+		    if (!temp)
+			continue;
+
+		    if (temp->lightlevel > bright)
+			bright = temp->lightlevel;
+		}
+	    }
+	    sector-> lightlevel = bright;
+	}
+    }
+}
+
+    
+//
+// Spawn glowing light
+//
+
+void T_Glow(glow_t*	g)
+{
+    switch(g->direction)
+    {
+      case -1:
+	// DOWN
+	g->sector->lightlevel -= GLOWSPEED;
+	if (g->sector->lightlevel <= g->minlight)
+	{
+	    g->sector->lightlevel += GLOWSPEED;
+	    g->direction = 1;
+	}
+	break;
+	
+      case 1:
+	// UP
+	g->sector->lightlevel += GLOWSPEED;
+	if (g->sector->lightlevel >= g->maxlight)
+	{
+	    g->sector->lightlevel -= GLOWSPEED;
+	    g->direction = -1;
+	}
+	break;
+    }
+}
+
+
+void P_SpawnGlowingLight(sector_t*	sector)
+{
+    glow_t*	g;
+	
+    g = Z_Malloc( sizeof(*g), PU_LEVSPEC, 0);
+
+    P_AddThinker(&g->thinker);
+
+    g->sector = sector;
+    g->minlight = P_FindMinSurroundingLight(sector,sector->lightlevel);
+    g->maxlight = sector->lightlevel;
+    g->thinker.function.acp1 = (actionf_p1) T_Glow;
+    g->direction = -1;
+
+    sector->special = 0;
+}
+
--- /dev/null
+++ b/src/p_local.h
@@ -1,0 +1,292 @@
+// Emacs style mode select   -*- C++ -*- 
+//-----------------------------------------------------------------------------
+//
+// $Id: p_local.h 4 2005-07-23 16:19:41Z fraggle $
+//
+// Copyright (C) 1993-1996 by id Software, Inc.
+//
+// This source is available for distribution and/or modification
+// only under the terms of the DOOM Source Code License as
+// published by id Software. All rights reserved.
+//
+// The source is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
+// for more details.
+//
+// DESCRIPTION:
+//	Play functions, animation, global header.
+//
+//-----------------------------------------------------------------------------
+
+
+#ifndef __P_LOCAL__
+#define __P_LOCAL__
+
+#ifndef __R_LOCAL__
+#include "r_local.h"
+#endif
+
+#define FLOATSPEED		(FRACUNIT*4)
+
+
+#define MAXHEALTH		100
+#define VIEWHEIGHT		(41*FRACUNIT)
+
+// mapblocks are used to check movement
+// against lines and things
+#define MAPBLOCKUNITS	128
+#define MAPBLOCKSIZE	(MAPBLOCKUNITS*FRACUNIT)
+#define MAPBLOCKSHIFT	(FRACBITS+7)
+#define MAPBMASK		(MAPBLOCKSIZE-1)
+#define MAPBTOFRAC		(MAPBLOCKSHIFT-FRACBITS)
+
+
+// player radius for movement checking
+#define PLAYERRADIUS	16*FRACUNIT
+
+// MAXRADIUS is for precalculated sector block boxes
+// the spider demon is larger,
+// but we do not have any moving sectors nearby
+#define MAXRADIUS		32*FRACUNIT
+
+#define GRAVITY		FRACUNIT
+#define MAXMOVE		(30*FRACUNIT)
+
+#define USERANGE		(64*FRACUNIT)
+#define MELEERANGE		(64*FRACUNIT)
+#define MISSILERANGE	(32*64*FRACUNIT)
+
+// follow a player exlusively for 3 seconds
+#define	BASETHRESHOLD	 	100
+
+
+
+//
+// P_TICK
+//
+
+// both the head and tail of the thinker list
+extern	thinker_t	thinkercap;	
+
+
+void P_InitThinkers (void);
+void P_AddThinker (thinker_t* thinker);
+void P_RemoveThinker (thinker_t* thinker);
+
+
+//
+// P_PSPR
+//
+void P_SetupPsprites (player_t* curplayer);
+void P_MovePsprites (player_t* curplayer);
+void P_DropWeapon (player_t* player);
+
+
+//
+// P_USER
+//
+void	P_PlayerThink (player_t* player);
+
+
+//
+// P_MOBJ
+//
+#define ONFLOORZ		MININT
+#define ONCEILINGZ		MAXINT
+
+// Time interval for item respawning.
+#define ITEMQUESIZE		128
+
+extern mapthing_t	itemrespawnque[ITEMQUESIZE];
+extern int		itemrespawntime[ITEMQUESIZE];
+extern int		iquehead;
+extern int		iquetail;
+
+
+void P_RespawnSpecials (void);
+
+mobj_t*
+P_SpawnMobj
+( fixed_t	x,
+  fixed_t	y,
+  fixed_t	z,
+  mobjtype_t	type );
+
+void 	P_RemoveMobj (mobj_t* th);
+boolean	P_SetMobjState (mobj_t* mobj, statenum_t state);
+void 	P_MobjThinker (mobj_t* mobj);
+
+void	P_SpawnPuff (fixed_t x, fixed_t y, fixed_t z);
+void 	P_SpawnBlood (fixed_t x, fixed_t y, fixed_t z, int damage);
+mobj_t* P_SpawnMissile (mobj_t* source, mobj_t* dest, mobjtype_t type);
+void	P_SpawnPlayerMissile (mobj_t* source, mobjtype_t type);
+
+
+//
+// P_ENEMY
+//
+void P_NoiseAlert (mobj_t* target, mobj_t* emmiter);
+
+
+//
+// P_MAPUTL
+//
+typedef struct
+{
+    fixed_t	x;
+    fixed_t	y;
+    fixed_t	dx;
+    fixed_t	dy;
+    
+} divline_t;
+
+typedef struct
+{
+    fixed_t	frac;		// along trace line
+    boolean	isaline;
+    union {
+	mobj_t*	thing;
+	line_t*	line;
+    }			d;
+} intercept_t;
+
+#define MAXINTERCEPTS	128
+
+extern intercept_t	intercepts[MAXINTERCEPTS];
+extern intercept_t*	intercept_p;
+
+typedef boolean (*traverser_t) (intercept_t *in);
+
+fixed_t P_AproxDistance (fixed_t dx, fixed_t dy);
+int 	P_PointOnLineSide (fixed_t x, fixed_t y, line_t* line);
+int 	P_PointOnDivlineSide (fixed_t x, fixed_t y, divline_t* line);
+void 	P_MakeDivline (line_t* li, divline_t* dl);
+fixed_t P_InterceptVector (divline_t* v2, divline_t* v1);
+int 	P_BoxOnLineSide (fixed_t* tmbox, line_t* ld);
+
+extern fixed_t		opentop;
+extern fixed_t 		openbottom;
+extern fixed_t		openrange;
+extern fixed_t		lowfloor;
+
+void 	P_LineOpening (line_t* linedef);
+
+boolean P_BlockLinesIterator (int x, int y, boolean(*func)(line_t*) );
+boolean P_BlockThingsIterator (int x, int y, boolean(*func)(mobj_t*) );
+
+#define PT_ADDLINES		1
+#define PT_ADDTHINGS	2
+#define PT_EARLYOUT		4
+
+extern divline_t	trace;
+
+boolean
+P_PathTraverse
+( fixed_t	x1,
+  fixed_t	y1,
+  fixed_t	x2,
+  fixed_t	y2,
+  int		flags,
+  boolean	(*trav) (intercept_t *));
+
+void P_UnsetThingPosition (mobj_t* thing);
+void P_SetThingPosition (mobj_t* thing);
+
+
+//
+// P_MAP
+//
+
+// If "floatok" true, move would be ok
+// if within "tmfloorz - tmceilingz".
+extern boolean		floatok;
+extern fixed_t		tmfloorz;
+extern fixed_t		tmceilingz;
+
+
+extern	line_t*		ceilingline;
+
+boolean P_CheckPosition (mobj_t *thing, fixed_t x, fixed_t y);
+boolean P_TryMove (mobj_t* thing, fixed_t x, fixed_t y);
+boolean P_TeleportMove (mobj_t* thing, fixed_t x, fixed_t y);
+void	P_SlideMove (mobj_t* mo);
+boolean P_CheckSight (mobj_t* t1, mobj_t* t2);
+void 	P_UseLines (player_t* player);
+
+boolean P_ChangeSector (sector_t* sector, boolean crunch);
+
+extern mobj_t*	linetarget;	// who got hit (or NULL)
+
+fixed_t
+P_AimLineAttack
+( mobj_t*	t1,
+  angle_t	angle,
+  fixed_t	distance );
+
+void
+P_LineAttack
+( mobj_t*	t1,
+  angle_t	angle,
+  fixed_t	distance,
+  fixed_t	slope,
+  int		damage );
+
+void
+P_RadiusAttack
+( mobj_t*	spot,
+  mobj_t*	source,
+  int		damage );
+
+
+
+//
+// P_SETUP
+//
+extern byte*		rejectmatrix;	// for fast sight rejection
+extern short*		blockmaplump;	// offsets in blockmap are from here
+extern short*		blockmap;
+extern int		bmapwidth;
+extern int		bmapheight;	// in mapblocks
+extern fixed_t		bmaporgx;
+extern fixed_t		bmaporgy;	// origin of block map
+extern mobj_t**		blocklinks;	// for thing chains
+
+
+
+//
+// P_INTER
+//
+extern int		maxammo[NUMAMMO];
+extern int		clipammo[NUMAMMO];
+
+void
+P_TouchSpecialThing
+( mobj_t*	special,
+  mobj_t*	toucher );
+
+void
+P_DamageMobj
+( mobj_t*	target,
+  mobj_t*	inflictor,
+  mobj_t*	source,
+  int		damage );
+
+
+//
+// P_SPEC
+//
+#include "p_spec.h"
+
+
+#endif	// __P_LOCAL__
+//-----------------------------------------------------------------------------
+//
+// $Log$
+// Revision 1.1  2005/07/23 16:20:49  fraggle
+// Initial revision
+//
+//
+//-----------------------------------------------------------------------------
+
+
--- /dev/null
+++ b/src/p_map.c
@@ -1,0 +1,1342 @@
+// Emacs style mode select   -*- C++ -*- 
+//-----------------------------------------------------------------------------
+//
+// $Id: p_map.c 4 2005-07-23 16:19:41Z fraggle $
+//
+// Copyright (C) 1993-1996 by id Software, Inc.
+//
+// This source is available for distribution and/or modification
+// only under the terms of the DOOM Source Code License as
+// published by id Software. All rights reserved.
+//
+// The source is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
+// for more details.
+//
+// $Log$
+// Revision 1.1  2005/07/23 16:20:39  fraggle
+// Initial revision
+//
+//
+// DESCRIPTION:
+//	Movement, collision handling.
+//	Shooting and aiming.
+//
+//-----------------------------------------------------------------------------
+
+static const char
+rcsid[] = "$Id: p_map.c 4 2005-07-23 16:19:41Z fraggle $";
+
+#include <stdlib.h>
+
+#include "m_bbox.h"
+#include "m_random.h"
+#include "i_system.h"
+
+#include "doomdef.h"
+#include "p_local.h"
+
+#include "s_sound.h"
+
+// State.
+#include "doomstat.h"
+#include "r_state.h"
+// Data.
+#include "sounds.h"
+
+
+fixed_t		tmbbox[4];
+mobj_t*		tmthing;
+int		tmflags;
+fixed_t		tmx;
+fixed_t		tmy;
+
+
+// If "floatok" true, move would be ok
+// if within "tmfloorz - tmceilingz".
+boolean		floatok;
+
+fixed_t		tmfloorz;
+fixed_t		tmceilingz;
+fixed_t		tmdropoffz;
+
+// keep track of the line that lowers the ceiling,
+// so missiles don't explode against sky hack walls
+line_t*		ceilingline;
+
+// keep track of special lines as they are hit,
+// but don't process them until the move is proven valid
+#define MAXSPECIALCROSS		8
+
+line_t*		spechit[MAXSPECIALCROSS];
+int		numspechit;
+
+
+
+//
+// TELEPORT MOVE
+// 
+
+//
+// PIT_StompThing
+//
+boolean PIT_StompThing (mobj_t* thing)
+{
+    fixed_t	blockdist;
+		
+    if (!(thing->flags & MF_SHOOTABLE) )
+	return true;
+		
+    blockdist = thing->radius + tmthing->radius;
+    
+    if ( abs(thing->x - tmx) >= blockdist
+	 || abs(thing->y - tmy) >= blockdist )
+    {
+	// didn't hit it
+	return true;
+    }
+    
+    // don't clip against self
+    if (thing == tmthing)
+	return true;
+    
+    // monsters don't stomp things except on boss level
+    if ( !tmthing->player && gamemap != 30)
+	return false;	
+		
+    P_DamageMobj (thing, tmthing, tmthing, 10000);
+	
+    return true;
+}
+
+
+//
+// P_TeleportMove
+//
+boolean
+P_TeleportMove
+( mobj_t*	thing,
+  fixed_t	x,
+  fixed_t	y )
+{
+    int			xl;
+    int			xh;
+    int			yl;
+    int			yh;
+    int			bx;
+    int			by;
+    
+    subsector_t*	newsubsec;
+    
+    // kill anything occupying the position
+    tmthing = thing;
+    tmflags = thing->flags;
+	
+    tmx = x;
+    tmy = y;
+	
+    tmbbox[BOXTOP] = y + tmthing->radius;
+    tmbbox[BOXBOTTOM] = y - tmthing->radius;
+    tmbbox[BOXRIGHT] = x + tmthing->radius;
+    tmbbox[BOXLEFT] = x - tmthing->radius;
+
+    newsubsec = R_PointInSubsector (x,y);
+    ceilingline = NULL;
+    
+    // The base floor/ceiling is from the subsector
+    // that contains the point.
+    // Any contacted lines the step closer together
+    // will adjust them.
+    tmfloorz = tmdropoffz = newsubsec->sector->floorheight;
+    tmceilingz = newsubsec->sector->ceilingheight;
+			
+    validcount++;
+    numspechit = 0;
+    
+    // stomp on any things contacted
+    xl = (tmbbox[BOXLEFT] - bmaporgx - MAXRADIUS)>>MAPBLOCKSHIFT;
+    xh = (tmbbox[BOXRIGHT] - bmaporgx + MAXRADIUS)>>MAPBLOCKSHIFT;
+    yl = (tmbbox[BOXBOTTOM] - bmaporgy - MAXRADIUS)>>MAPBLOCKSHIFT;
+    yh = (tmbbox[BOXTOP] - bmaporgy + MAXRADIUS)>>MAPBLOCKSHIFT;
+
+    for (bx=xl ; bx<=xh ; bx++)
+	for (by=yl ; by<=yh ; by++)
+	    if (!P_BlockThingsIterator(bx,by,PIT_StompThing))
+		return false;
+    
+    // the move is ok,
+    // so link the thing into its new position
+    P_UnsetThingPosition (thing);
+
+    thing->floorz = tmfloorz;
+    thing->ceilingz = tmceilingz;	
+    thing->x = x;
+    thing->y = y;
+
+    P_SetThingPosition (thing);
+	
+    return true;
+}
+
+
+//
+// MOVEMENT ITERATOR FUNCTIONS
+//
+
+
+//
+// PIT_CheckLine
+// Adjusts tmfloorz and tmceilingz as lines are contacted
+//
+boolean PIT_CheckLine (line_t* ld)
+{
+    if (tmbbox[BOXRIGHT] <= ld->bbox[BOXLEFT]
+	|| tmbbox[BOXLEFT] >= ld->bbox[BOXRIGHT]
+	|| tmbbox[BOXTOP] <= ld->bbox[BOXBOTTOM]
+	|| tmbbox[BOXBOTTOM] >= ld->bbox[BOXTOP] )
+	return true;
+
+    if (P_BoxOnLineSide (tmbbox, ld) != -1)
+	return true;
+		
+    // A line has been hit
+    
+    // The moving thing's destination position will cross
+    // the given line.
+    // If this should not be allowed, return false.
+    // If the line is special, keep track of it
+    // to process later if the move is proven ok.
+    // NOTE: specials are NOT sorted by order,
+    // so two special lines that are only 8 pixels apart
+    // could be crossed in either order.
+    
+    if (!ld->backsector)
+	return false;		// one sided line
+		
+    if (!(tmthing->flags & MF_MISSILE) )
+    {
+	if ( ld->flags & ML_BLOCKING )
+	    return false;	// explicitly blocking everything
+
+	if ( !tmthing->player && ld->flags & ML_BLOCKMONSTERS )
+	    return false;	// block monsters only
+    }
+
+    // set openrange, opentop, openbottom
+    P_LineOpening (ld);	
+	
+    // adjust floor / ceiling heights
+    if (opentop < tmceilingz)
+    {
+	tmceilingz = opentop;
+	ceilingline = ld;
+    }
+
+    if (openbottom > tmfloorz)
+	tmfloorz = openbottom;	
+
+    if (lowfloor < tmdropoffz)
+	tmdropoffz = lowfloor;
+		
+    // if contacted a special line, add it to the list
+    if (ld->special)
+    {
+	spechit[numspechit] = ld;
+	numspechit++;
+    }
+
+    return true;
+}
+
+//
+// PIT_CheckThing
+//
+boolean PIT_CheckThing (mobj_t* thing)
+{
+    fixed_t		blockdist;
+    boolean		solid;
+    int			damage;
+		
+    if (!(thing->flags & (MF_SOLID|MF_SPECIAL|MF_SHOOTABLE) ))
+	return true;
+    
+    blockdist = thing->radius + tmthing->radius;
+
+    if ( abs(thing->x - tmx) >= blockdist
+	 || abs(thing->y - tmy) >= blockdist )
+    {
+	// didn't hit it
+	return true;	
+    }
+    
+    // don't clip against self
+    if (thing == tmthing)
+	return true;
+    
+    // check for skulls slamming into things
+    if (tmthing->flags & MF_SKULLFLY)
+    {
+	damage = ((P_Random()%8)+1)*tmthing->info->damage;
+	
+	P_DamageMobj (thing, tmthing, tmthing, damage);
+	
+	tmthing->flags &= ~MF_SKULLFLY;
+	tmthing->momx = tmthing->momy = tmthing->momz = 0;
+	
+	P_SetMobjState (tmthing, tmthing->info->spawnstate);
+	
+	return false;		// stop moving
+    }
+
+    
+    // missiles can hit other things
+    if (tmthing->flags & MF_MISSILE)
+    {
+	// see if it went over / under
+	if (tmthing->z > thing->z + thing->height)
+	    return true;		// overhead
+	if (tmthing->z+tmthing->height < thing->z)
+	    return true;		// underneath
+		
+	if (tmthing->target && (
+	    tmthing->target->type == thing->type || 
+	    (tmthing->target->type == MT_KNIGHT && thing->type == MT_BRUISER)||
+	    (tmthing->target->type == MT_BRUISER && thing->type == MT_KNIGHT) ) )
+	{
+	    // Don't hit same species as originator.
+	    if (thing == tmthing->target)
+		return true;
+
+	    if (thing->type != MT_PLAYER)
+	    {
+		// Explode, but do no damage.
+		// Let players missile other players.
+		return false;
+	    }
+	}
+	
+	if (! (thing->flags & MF_SHOOTABLE) )
+	{
+	    // didn't do any damage
+	    return !(thing->flags & MF_SOLID);	
+	}
+	
+	// damage / explode
+	damage = ((P_Random()%8)+1)*tmthing->info->damage;
+	P_DamageMobj (thing, tmthing, tmthing->target, damage);
+
+	// don't traverse any more
+	return false;				
+    }
+    
+    // check for special pickup
+    if (thing->flags & MF_SPECIAL)
+    {
+	solid = thing->flags&MF_SOLID;
+	if (tmflags&MF_PICKUP)
+	{
+	    // can remove thing
+	    P_TouchSpecialThing (thing, tmthing);
+	}
+	return !solid;
+    }
+	
+    return !(thing->flags & MF_SOLID);
+}
+
+
+//
+// MOVEMENT CLIPPING
+//
+
+//
+// P_CheckPosition
+// This is purely informative, nothing is modified
+// (except things picked up).
+// 
+// in:
+//  a mobj_t (can be valid or invalid)
+//  a position to be checked
+//   (doesn't need to be related to the mobj_t->x,y)
+//
+// during:
+//  special things are touched if MF_PICKUP
+//  early out on solid lines?
+//
+// out:
+//  newsubsec
+//  floorz
+//  ceilingz
+//  tmdropoffz
+//   the lowest point contacted
+//   (monsters won't move to a dropoff)
+//  speciallines[]
+//  numspeciallines
+//
+boolean
+P_CheckPosition
+( mobj_t*	thing,
+  fixed_t	x,
+  fixed_t	y )
+{
+    int			xl;
+    int			xh;
+    int			yl;
+    int			yh;
+    int			bx;
+    int			by;
+    subsector_t*	newsubsec;
+
+    tmthing = thing;
+    tmflags = thing->flags;
+	
+    tmx = x;
+    tmy = y;
+	
+    tmbbox[BOXTOP] = y + tmthing->radius;
+    tmbbox[BOXBOTTOM] = y - tmthing->radius;
+    tmbbox[BOXRIGHT] = x + tmthing->radius;
+    tmbbox[BOXLEFT] = x - tmthing->radius;
+
+    newsubsec = R_PointInSubsector (x,y);
+    ceilingline = NULL;
+    
+    // The base floor / ceiling is from the subsector
+    // that contains the point.
+    // Any contacted lines the step closer together
+    // will adjust them.
+    tmfloorz = tmdropoffz = newsubsec->sector->floorheight;
+    tmceilingz = newsubsec->sector->ceilingheight;
+			
+    validcount++;
+    numspechit = 0;
+
+    if ( tmflags & MF_NOCLIP )
+	return true;
+    
+    // Check things first, possibly picking things up.
+    // The bounding box is extended by MAXRADIUS
+    // because mobj_ts are grouped into mapblocks
+    // based on their origin point, and can overlap
+    // into adjacent blocks by up to MAXRADIUS units.
+    xl = (tmbbox[BOXLEFT] - bmaporgx - MAXRADIUS)>>MAPBLOCKSHIFT;
+    xh = (tmbbox[BOXRIGHT] - bmaporgx + MAXRADIUS)>>MAPBLOCKSHIFT;
+    yl = (tmbbox[BOXBOTTOM] - bmaporgy - MAXRADIUS)>>MAPBLOCKSHIFT;
+    yh = (tmbbox[BOXTOP] - bmaporgy + MAXRADIUS)>>MAPBLOCKSHIFT;
+
+    for (bx=xl ; bx<=xh ; bx++)
+	for (by=yl ; by<=yh ; by++)
+	    if (!P_BlockThingsIterator(bx,by,PIT_CheckThing))
+		return false;
+    
+    // check lines
+    xl = (tmbbox[BOXLEFT] - bmaporgx)>>MAPBLOCKSHIFT;
+    xh = (tmbbox[BOXRIGHT] - bmaporgx)>>MAPBLOCKSHIFT;
+    yl = (tmbbox[BOXBOTTOM] - bmaporgy)>>MAPBLOCKSHIFT;
+    yh = (tmbbox[BOXTOP] - bmaporgy)>>MAPBLOCKSHIFT;
+
+    for (bx=xl ; bx<=xh ; bx++)
+	for (by=yl ; by<=yh ; by++)
+	    if (!P_BlockLinesIterator (bx,by,PIT_CheckLine))
+		return false;
+
+    return true;
+}
+
+
+//
+// P_TryMove
+// Attempt to move to a new position,
+// crossing special lines unless MF_TELEPORT is set.
+//
+boolean
+P_TryMove
+( mobj_t*	thing,
+  fixed_t	x,
+  fixed_t	y )
+{
+    fixed_t	oldx;
+    fixed_t	oldy;
+    int		side;
+    int		oldside;
+    line_t*	ld;
+
+    floatok = false;
+    if (!P_CheckPosition (thing, x, y))
+	return false;		// solid wall or thing
+    
+    if ( !(thing->flags & MF_NOCLIP) )
+    {
+	if (tmceilingz - tmfloorz < thing->height)
+	    return false;	// doesn't fit
+
+	floatok = true;
+	
+	if ( !(thing->flags&MF_TELEPORT) 
+	     &&tmceilingz - thing->z < thing->height)
+	    return false;	// mobj must lower itself to fit
+
+	if ( !(thing->flags&MF_TELEPORT)
+	     && tmfloorz - thing->z > 24*FRACUNIT )
+	    return false;	// too big a step up
+
+	if ( !(thing->flags&(MF_DROPOFF|MF_FLOAT))
+	     && tmfloorz - tmdropoffz > 24*FRACUNIT )
+	    return false;	// don't stand over a dropoff
+    }
+    
+    // the move is ok,
+    // so link the thing into its new position
+    P_UnsetThingPosition (thing);
+
+    oldx = thing->x;
+    oldy = thing->y;
+    thing->floorz = tmfloorz;
+    thing->ceilingz = tmceilingz;	
+    thing->x = x;
+    thing->y = y;
+
+    P_SetThingPosition (thing);
+    
+    // if any special lines were hit, do the effect
+    if (! (thing->flags&(MF_TELEPORT|MF_NOCLIP)) )
+    {
+	while (numspechit--)
+	{
+	    // see if the line was crossed
+	    ld = spechit[numspechit];
+	    side = P_PointOnLineSide (thing->x, thing->y, ld);
+	    oldside = P_PointOnLineSide (oldx, oldy, ld);
+	    if (side != oldside)
+	    {
+		if (ld->special)
+		    P_CrossSpecialLine (ld-lines, oldside, thing);
+	    }
+	}
+    }
+
+    return true;
+}
+
+
+//
+// P_ThingHeightClip
+// Takes a valid thing and adjusts the thing->floorz,
+// thing->ceilingz, and possibly thing->z.
+// This is called for all nearby monsters
+// whenever a sector changes height.
+// If the thing doesn't fit,
+// the z will be set to the lowest value
+// and false will be returned.
+//
+boolean P_ThingHeightClip (mobj_t* thing)
+{
+    boolean		onfloor;
+	
+    onfloor = (thing->z == thing->floorz);
+	
+    P_CheckPosition (thing, thing->x, thing->y);	
+    // what about stranding a monster partially off an edge?
+	
+    thing->floorz = tmfloorz;
+    thing->ceilingz = tmceilingz;
+	
+    if (onfloor)
+    {
+	// walking monsters rise and fall with the floor
+	thing->z = thing->floorz;
+    }
+    else
+    {
+	// don't adjust a floating monster unless forced to
+	if (thing->z+thing->height > thing->ceilingz)
+	    thing->z = thing->ceilingz - thing->height;
+    }
+	
+    if (thing->ceilingz - thing->floorz < thing->height)
+	return false;
+		
+    return true;
+}
+
+
+
+//
+// SLIDE MOVE
+// Allows the player to slide along any angled walls.
+//
+fixed_t		bestslidefrac;
+fixed_t		secondslidefrac;
+
+line_t*		bestslideline;
+line_t*		secondslideline;
+
+mobj_t*		slidemo;
+
+fixed_t		tmxmove;
+fixed_t		tmymove;
+
+
+
+//
+// P_HitSlideLine
+// Adjusts the xmove / ymove
+// so that the next move will slide along the wall.
+//
+void P_HitSlideLine (line_t* ld)
+{
+    int			side;
+
+    angle_t		lineangle;
+    angle_t		moveangle;
+    angle_t		deltaangle;
+    
+    fixed_t		movelen;
+    fixed_t		newlen;
+	
+	
+    if (ld->slopetype == ST_HORIZONTAL)
+    {
+	tmymove = 0;
+	return;
+    }
+    
+    if (ld->slopetype == ST_VERTICAL)
+    {
+	tmxmove = 0;
+	return;
+    }
+	
+    side = P_PointOnLineSide (slidemo->x, slidemo->y, ld);
+	
+    lineangle = R_PointToAngle2 (0,0, ld->dx, ld->dy);
+
+    if (side == 1)
+	lineangle += ANG180;
+
+    moveangle = R_PointToAngle2 (0,0, tmxmove, tmymove);
+    deltaangle = moveangle-lineangle;
+
+    if (deltaangle > ANG180)
+	deltaangle += ANG180;
+    //	I_Error ("SlideLine: ang>ANG180");
+
+    lineangle >>= ANGLETOFINESHIFT;
+    deltaangle >>= ANGLETOFINESHIFT;
+	
+    movelen = P_AproxDistance (tmxmove, tmymove);
+    newlen = FixedMul (movelen, finecosine[deltaangle]);
+
+    tmxmove = FixedMul (newlen, finecosine[lineangle]);	
+    tmymove = FixedMul (newlen, finesine[lineangle]);	
+}
+
+
+//
+// PTR_SlideTraverse
+//
+boolean PTR_SlideTraverse (intercept_t* in)
+{
+    line_t*	li;
+	
+    if (!in->isaline)
+	I_Error ("PTR_SlideTraverse: not a line?");
+		
+    li = in->d.line;
+    
+    if ( ! (li->flags & ML_TWOSIDED) )
+    {
+	if (P_PointOnLineSide (slidemo->x, slidemo->y, li))
+	{
+	    // don't hit the back side
+	    return true;		
+	}
+	goto isblocking;
+    }
+
+    // set openrange, opentop, openbottom
+    P_LineOpening (li);
+    
+    if (openrange < slidemo->height)
+	goto isblocking;		// doesn't fit
+		
+    if (opentop - slidemo->z < slidemo->height)
+	goto isblocking;		// mobj is too high
+
+    if (openbottom - slidemo->z > 24*FRACUNIT )
+	goto isblocking;		// too big a step up
+
+    // this line doesn't block movement
+    return true;		
+	
+    // the line does block movement,
+    // see if it is closer than best so far
+  isblocking:		
+    if (in->frac < bestslidefrac)
+    {
+	secondslidefrac = bestslidefrac;
+	secondslideline = bestslideline;
+	bestslidefrac = in->frac;
+	bestslideline = li;
+    }
+	
+    return false;	// stop
+}
+
+
+
+//
+// P_SlideMove
+// The momx / momy move is bad, so try to slide
+// along a wall.
+// Find the first line hit, move flush to it,
+// and slide along it
+//
+// This is a kludgy mess.
+//
+void P_SlideMove (mobj_t* mo)
+{
+    fixed_t		leadx;
+    fixed_t		leady;
+    fixed_t		trailx;
+    fixed_t		traily;
+    fixed_t		newx;
+    fixed_t		newy;
+    int			hitcount;
+		
+    slidemo = mo;
+    hitcount = 0;
+    
+  retry:
+    if (++hitcount == 3)
+	goto stairstep;		// don't loop forever
+
+    
+    // trace along the three leading corners
+    if (mo->momx > 0)
+    {
+	leadx = mo->x + mo->radius;
+	trailx = mo->x - mo->radius;
+    }
+    else
+    {
+	leadx = mo->x - mo->radius;
+	trailx = mo->x + mo->radius;
+    }
+	
+    if (mo->momy > 0)
+    {
+	leady = mo->y + mo->radius;
+	traily = mo->y - mo->radius;
+    }
+    else
+    {
+	leady = mo->y - mo->radius;
+	traily = mo->y + mo->radius;
+    }
+		
+    bestslidefrac = FRACUNIT+1;
+	
+    P_PathTraverse ( leadx, leady, leadx+mo->momx, leady+mo->momy,
+		     PT_ADDLINES, PTR_SlideTraverse );
+    P_PathTraverse ( trailx, leady, trailx+mo->momx, leady+mo->momy,
+		     PT_ADDLINES, PTR_SlideTraverse );
+    P_PathTraverse ( leadx, traily, leadx+mo->momx, traily+mo->momy,
+		     PT_ADDLINES, PTR_SlideTraverse );
+    
+    // move up to the wall
+    if (bestslidefrac == FRACUNIT+1)
+    {
+	// the move most have hit the middle, so stairstep
+      stairstep:
+	if (!P_TryMove (mo, mo->x, mo->y + mo->momy))
+	    P_TryMove (mo, mo->x + mo->momx, mo->y);
+	return;
+    }
+
+    // fudge a bit to make sure it doesn't hit
+    bestslidefrac -= 0x800;	
+    if (bestslidefrac > 0)
+    {
+	newx = FixedMul (mo->momx, bestslidefrac);
+	newy = FixedMul (mo->momy, bestslidefrac);
+	
+	if (!P_TryMove (mo, mo->x+newx, mo->y+newy))
+	    goto stairstep;
+    }
+    
+    // Now continue along the wall.
+    // First calculate remainder.
+    bestslidefrac = FRACUNIT-(bestslidefrac+0x800);
+    
+    if (bestslidefrac > FRACUNIT)
+	bestslidefrac = FRACUNIT;
+    
+    if (bestslidefrac <= 0)
+	return;
+    
+    tmxmove = FixedMul (mo->momx, bestslidefrac);
+    tmymove = FixedMul (mo->momy, bestslidefrac);
+
+    P_HitSlideLine (bestslideline);	// clip the moves
+
+    mo->momx = tmxmove;
+    mo->momy = tmymove;
+		
+    if (!P_TryMove (mo, mo->x+tmxmove, mo->y+tmymove))
+    {
+	goto retry;
+    }
+}
+
+
+//
+// P_LineAttack
+//
+mobj_t*		linetarget;	// who got hit (or NULL)
+mobj_t*		shootthing;
+
+// Height if not aiming up or down
+// ???: use slope for monsters?
+fixed_t		shootz;	
+
+int		la_damage;
+fixed_t		attackrange;
+
+fixed_t		aimslope;
+
+// slopes to top and bottom of target
+extern fixed_t	topslope;
+extern fixed_t	bottomslope;	
+
+
+//
+// PTR_AimTraverse
+// Sets linetaget and aimslope when a target is aimed at.
+//
+boolean
+PTR_AimTraverse (intercept_t* in)
+{
+    line_t*		li;
+    mobj_t*		th;
+    fixed_t		slope;
+    fixed_t		thingtopslope;
+    fixed_t		thingbottomslope;
+    fixed_t		dist;
+		
+    if (in->isaline)
+    {
+	li = in->d.line;
+	
+	if ( !(li->flags & ML_TWOSIDED) )
+	    return false;		// stop
+	
+	// Crosses a two sided line.
+	// A two sided line will restrict
+	// the possible target ranges.
+	P_LineOpening (li);
+	
+	if (openbottom >= opentop)
+	    return false;		// stop
+	
+	dist = FixedMul (attackrange, in->frac);
+
+	if (li->frontsector->floorheight != li->backsector->floorheight)
+	{
+	    slope = FixedDiv (openbottom - shootz , dist);
+	    if (slope > bottomslope)
+		bottomslope = slope;
+	}
+		
+	if (li->frontsector->ceilingheight != li->backsector->ceilingheight)
+	{
+	    slope = FixedDiv (opentop - shootz , dist);
+	    if (slope < topslope)
+		topslope = slope;
+	}
+		
+	if (topslope <= bottomslope)
+	    return false;		// stop
+			
+	return true;			// shot continues
+    }
+    
+    // shoot a thing
+    th = in->d.thing;
+    if (th == shootthing)
+	return true;			// can't shoot self
+    
+    if (!(th->flags&MF_SHOOTABLE))
+	return true;			// corpse or something
+
+    // check angles to see if the thing can be aimed at
+    dist = FixedMul (attackrange, in->frac);
+    thingtopslope = FixedDiv (th->z+th->height - shootz , dist);
+
+    if (thingtopslope < bottomslope)
+	return true;			// shot over the thing
+
+    thingbottomslope = FixedDiv (th->z - shootz, dist);
+
+    if (thingbottomslope > topslope)
+	return true;			// shot under the thing
+    
+    // this thing can be hit!
+    if (thingtopslope > topslope)
+	thingtopslope = topslope;
+    
+    if (thingbottomslope < bottomslope)
+	thingbottomslope = bottomslope;
+
+    aimslope = (thingtopslope+thingbottomslope)/2;
+    linetarget = th;
+
+    return false;			// don't go any farther
+}
+
+
+//
+// PTR_ShootTraverse
+//
+boolean PTR_ShootTraverse (intercept_t* in)
+{
+    fixed_t		x;
+    fixed_t		y;
+    fixed_t		z;
+    fixed_t		frac;
+    
+    line_t*		li;
+    
+    mobj_t*		th;
+
+    fixed_t		slope;
+    fixed_t		dist;
+    fixed_t		thingtopslope;
+    fixed_t		thingbottomslope;
+		
+    if (in->isaline)
+    {
+	li = in->d.line;
+	
+	if (li->special)
+	    P_ShootSpecialLine (shootthing, li);
+
+	if ( !(li->flags & ML_TWOSIDED) )
+	    goto hitline;
+	
+	// crosses a two sided line
+	P_LineOpening (li);
+		
+	dist = FixedMul (attackrange, in->frac);
+
+	if (li->frontsector->floorheight != li->backsector->floorheight)
+	{
+	    slope = FixedDiv (openbottom - shootz , dist);
+	    if (slope > aimslope)
+		goto hitline;
+	}
+		
+	if (li->frontsector->ceilingheight != li->backsector->ceilingheight)
+	{
+	    slope = FixedDiv (opentop - shootz , dist);
+	    if (slope < aimslope)
+		goto hitline;
+	}
+
+	// shot continues
+	return true;
+	
+	
+	// hit line
+      hitline:
+	// position a bit closer
+	frac = in->frac - FixedDiv (4*FRACUNIT,attackrange);
+	x = trace.x + FixedMul (trace.dx, frac);
+	y = trace.y + FixedMul (trace.dy, frac);
+	z = shootz + FixedMul (aimslope, FixedMul(frac, attackrange));
+
+	if (li->frontsector->ceilingpic == skyflatnum)
+	{
+	    // don't shoot the sky!
+	    if (z > li->frontsector->ceilingheight)
+		return false;
+	    
+	    // it's a sky hack wall
+	    if	(li->backsector && li->backsector->ceilingpic == skyflatnum)
+		return false;		
+	}
+
+	// Spawn bullet puffs.
+	P_SpawnPuff (x,y,z);
+	
+	// don't go any farther
+	return false;	
+    }
+    
+    // shoot a thing
+    th = in->d.thing;
+    if (th == shootthing)
+	return true;		// can't shoot self
+    
+    if (!(th->flags&MF_SHOOTABLE))
+	return true;		// corpse or something
+		
+    // check angles to see if the thing can be aimed at
+    dist = FixedMul (attackrange, in->frac);
+    thingtopslope = FixedDiv (th->z+th->height - shootz , dist);
+
+    if (thingtopslope < aimslope)
+	return true;		// shot over the thing
+
+    thingbottomslope = FixedDiv (th->z - shootz, dist);
+
+    if (thingbottomslope > aimslope)
+	return true;		// shot under the thing
+
+    
+    // hit thing
+    // position a bit closer
+    frac = in->frac - FixedDiv (10*FRACUNIT,attackrange);
+
+    x = trace.x + FixedMul (trace.dx, frac);
+    y = trace.y + FixedMul (trace.dy, frac);
+    z = shootz + FixedMul (aimslope, FixedMul(frac, attackrange));
+
+    // Spawn bullet puffs or blod spots,
+    // depending on target type.
+    if (in->d.thing->flags & MF_NOBLOOD)
+	P_SpawnPuff (x,y,z);
+    else
+	P_SpawnBlood (x,y,z, la_damage);
+
+    if (la_damage)
+	P_DamageMobj (th, shootthing, shootthing, la_damage);
+
+    // don't go any farther
+    return false;
+	
+}
+
+
+//
+// P_AimLineAttack
+//
+fixed_t
+P_AimLineAttack
+( mobj_t*	t1,
+  angle_t	angle,
+  fixed_t	distance )
+{
+    fixed_t	x2;
+    fixed_t	y2;
+	
+    angle >>= ANGLETOFINESHIFT;
+    shootthing = t1;
+    
+    x2 = t1->x + (distance>>FRACBITS)*finecosine[angle];
+    y2 = t1->y + (distance>>FRACBITS)*finesine[angle];
+    shootz = t1->z + (t1->height>>1) + 8*FRACUNIT;
+
+    // can't shoot outside view angles
+    topslope = 100*FRACUNIT/160;	
+    bottomslope = -100*FRACUNIT/160;
+    
+    attackrange = distance;
+    linetarget = NULL;
+	
+    P_PathTraverse ( t1->x, t1->y,
+		     x2, y2,
+		     PT_ADDLINES|PT_ADDTHINGS,
+		     PTR_AimTraverse );
+		
+    if (linetarget)
+	return aimslope;
+
+    return 0;
+}
+ 
+
+//
+// P_LineAttack
+// If damage == 0, it is just a test trace
+// that will leave linetarget set.
+//
+void
+P_LineAttack
+( mobj_t*	t1,
+  angle_t	angle,
+  fixed_t	distance,
+  fixed_t	slope,
+  int		damage )
+{
+    fixed_t	x2;
+    fixed_t	y2;
+	
+    angle >>= ANGLETOFINESHIFT;
+    shootthing = t1;
+    la_damage = damage;
+    x2 = t1->x + (distance>>FRACBITS)*finecosine[angle];
+    y2 = t1->y + (distance>>FRACBITS)*finesine[angle];
+    shootz = t1->z + (t1->height>>1) + 8*FRACUNIT;
+    attackrange = distance;
+    aimslope = slope;
+		
+    P_PathTraverse ( t1->x, t1->y,
+		     x2, y2,
+		     PT_ADDLINES|PT_ADDTHINGS,
+		     PTR_ShootTraverse );
+}
+ 
+
+
+//
+// USE LINES
+//
+mobj_t*		usething;
+
+boolean	PTR_UseTraverse (intercept_t* in)
+{
+    int		side;
+	
+    if (!in->d.line->special)
+    {
+	P_LineOpening (in->d.line);
+	if (openrange <= 0)
+	{
+	    S_StartSound (usething, sfx_noway);
+	    
+	    // can't use through a wall
+	    return false;	
+	}
+	// not a special line, but keep checking
+	return true ;		
+    }
+	
+    side = 0;
+    if (P_PointOnLineSide (usething->x, usething->y, in->d.line) == 1)
+	side = 1;
+    
+    //	return false;		// don't use back side
+	
+    P_UseSpecialLine (usething, in->d.line, side);
+
+    // can't use for than one special line in a row
+    return false;
+}
+
+
+//
+// P_UseLines
+// Looks for special lines in front of the player to activate.
+//
+void P_UseLines (player_t*	player) 
+{
+    int		angle;
+    fixed_t	x1;
+    fixed_t	y1;
+    fixed_t	x2;
+    fixed_t	y2;
+	
+    usething = player->mo;
+		
+    angle = player->mo->angle >> ANGLETOFINESHIFT;
+
+    x1 = player->mo->x;
+    y1 = player->mo->y;
+    x2 = x1 + (USERANGE>>FRACBITS)*finecosine[angle];
+    y2 = y1 + (USERANGE>>FRACBITS)*finesine[angle];
+	
+    P_PathTraverse ( x1, y1, x2, y2, PT_ADDLINES, PTR_UseTraverse );
+}
+
+
+//
+// RADIUS ATTACK
+//
+mobj_t*		bombsource;
+mobj_t*		bombspot;
+int		bombdamage;
+
+
+//
+// PIT_RadiusAttack
+// "bombsource" is the creature
+// that caused the explosion at "bombspot".
+//
+boolean PIT_RadiusAttack (mobj_t* thing)
+{
+    fixed_t	dx;
+    fixed_t	dy;
+    fixed_t	dist;
+	
+    if (!(thing->flags & MF_SHOOTABLE) )
+	return true;
+
+    // Boss spider and cyborg
+    // take no damage from concussion.
+    if (thing->type == MT_CYBORG
+	|| thing->type == MT_SPIDER)
+	return true;	
+		
+    dx = abs(thing->x - bombspot->x);
+    dy = abs(thing->y - bombspot->y);
+    
+    dist = dx>dy ? dx : dy;
+    dist = (dist - thing->radius) >> FRACBITS;
+
+    if (dist < 0)
+	dist = 0;
+
+    if (dist >= bombdamage)
+	return true;	// out of range
+
+    if ( P_CheckSight (thing, bombspot) )
+    {
+	// must be in direct path
+	P_DamageMobj (thing, bombspot, bombsource, bombdamage - dist);
+    }
+    
+    return true;
+}
+
+
+//
+// P_RadiusAttack
+// Source is the creature that caused the explosion at spot.
+//
+void
+P_RadiusAttack
+( mobj_t*	spot,
+  mobj_t*	source,
+  int		damage )
+{
+    int		x;
+    int		y;
+    
+    int		xl;
+    int		xh;
+    int		yl;
+    int		yh;
+    
+    fixed_t	dist;
+	
+    dist = (damage+MAXRADIUS)<<FRACBITS;
+    yh = (spot->y + dist - bmaporgy)>>MAPBLOCKSHIFT;
+    yl = (spot->y - dist - bmaporgy)>>MAPBLOCKSHIFT;
+    xh = (spot->x + dist - bmaporgx)>>MAPBLOCKSHIFT;
+    xl = (spot->x - dist - bmaporgx)>>MAPBLOCKSHIFT;
+    bombspot = spot;
+    bombsource = source;
+    bombdamage = damage;
+	
+    for (y=yl ; y<=yh ; y++)
+	for (x=xl ; x<=xh ; x++)
+	    P_BlockThingsIterator (x, y, PIT_RadiusAttack );
+}
+
+
+
+//
+// SECTOR HEIGHT CHANGING
+// After modifying a sectors floor or ceiling height,
+// call this routine to adjust the positions
+// of all things that touch the sector.
+//
+// If anything doesn't fit anymore, true will be returned.
+// If crunch is true, they will take damage
+//  as they are being crushed.
+// If Crunch is false, you should set the sector height back
+//  the way it was and call P_ChangeSector again
+//  to undo the changes.
+//
+boolean		crushchange;
+boolean		nofit;
+
+
+//
+// PIT_ChangeSector
+//
+boolean PIT_ChangeSector (mobj_t*	thing)
+{
+    mobj_t*	mo;
+	
+    if (P_ThingHeightClip (thing))
+    {
+	// keep checking
+	return true;
+    }
+    
+
+    // crunch bodies to giblets
+    if (thing->health <= 0)
+    {
+	P_SetMobjState (thing, S_GIBS);
+
+	thing->flags &= ~MF_SOLID;
+	thing->height = 0;
+	thing->radius = 0;
+
+	// keep checking
+	return true;		
+    }
+
+    // crunch dropped items
+    if (thing->flags & MF_DROPPED)
+    {
+	P_RemoveMobj (thing);
+	
+	// keep checking
+	return true;		
+    }
+
+    if (! (thing->flags & MF_SHOOTABLE) )
+    {
+	// assume it is bloody gibs or something
+	return true;			
+    }
+    
+    nofit = true;
+
+    if (crushchange && !(leveltime&3) )
+    {
+	P_DamageMobj(thing,NULL,NULL,10);
+
+	// spray blood in a random direction
+	mo = P_SpawnMobj (thing->x,
+			  thing->y,
+			  thing->z + thing->height/2, MT_BLOOD);
+	
+	mo->momx = (P_Random() - P_Random ())<<12;
+	mo->momy = (P_Random() - P_Random ())<<12;
+    }
+
+    // keep checking (crush other things)	
+    return true;	
+}
+
+
+
+//
+// P_ChangeSector
+//
+boolean
+P_ChangeSector
+( sector_t*	sector,
+  boolean	crunch )
+{
+    int		x;
+    int		y;
+	
+    nofit = false;
+    crushchange = crunch;
+	
+    // re-check heights for all things near the moving sector
+    for (x=sector->blockbox[BOXLEFT] ; x<= sector->blockbox[BOXRIGHT] ; x++)
+	for (y=sector->blockbox[BOXBOTTOM];y<= sector->blockbox[BOXTOP] ; y++)
+	    P_BlockThingsIterator (x, y, PIT_ChangeSector);
+	
+	
+    return nofit;
+}
+
--- /dev/null
+++ b/src/p_maputl.c
@@ -1,0 +1,886 @@
+// Emacs style mode select   -*- C++ -*- 
+//-----------------------------------------------------------------------------
+//
+// $Id: p_maputl.c 4 2005-07-23 16:19:41Z fraggle $
+//
+// Copyright (C) 1993-1996 by id Software, Inc.
+//
+// This source is available for distribution and/or modification
+// only under the terms of the DOOM Source Code License as
+// published by id Software. All rights reserved.
+//
+// The source is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
+// for more details.
+//
+// $Log$
+// Revision 1.1  2005/07/23 16:20:03  fraggle
+// Initial revision
+//
+//
+// DESCRIPTION:
+//	Movement/collision utility functions,
+//	as used by function in p_map.c. 
+//	BLOCKMAP Iterator functions,
+//	and some PIT_* functions to use for iteration.
+//
+//-----------------------------------------------------------------------------
+
+static const char
+rcsid[] = "$Id: p_maputl.c 4 2005-07-23 16:19:41Z fraggle $";
+
+
+#include <stdlib.h>
+
+
+#include "m_bbox.h"
+
+#include "doomdef.h"
+#include "p_local.h"
+
+
+// State.
+#include "r_state.h"
+
+//
+// P_AproxDistance
+// Gives an estimation of distance (not exact)
+//
+
+fixed_t
+P_AproxDistance
+( fixed_t	dx,
+  fixed_t	dy )
+{
+    dx = abs(dx);
+    dy = abs(dy);
+    if (dx < dy)
+	return dx+dy-(dx>>1);
+    return dx+dy-(dy>>1);
+}
+
+
+//
+// P_PointOnLineSide
+// Returns 0 or 1
+//
+int
+P_PointOnLineSide
+( fixed_t	x,
+  fixed_t	y,
+  line_t*	line )
+{
+    fixed_t	dx;
+    fixed_t	dy;
+    fixed_t	left;
+    fixed_t	right;
+	
+    if (!line->dx)
+    {
+	if (x <= line->v1->x)
+	    return line->dy > 0;
+	
+	return line->dy < 0;
+    }
+    if (!line->dy)
+    {
+	if (y <= line->v1->y)
+	    return line->dx < 0;
+	
+	return line->dx > 0;
+    }
+	
+    dx = (x - line->v1->x);
+    dy = (y - line->v1->y);
+	
+    left = FixedMul ( line->dy>>FRACBITS , dx );
+    right = FixedMul ( dy , line->dx>>FRACBITS );
+	
+    if (right < left)
+	return 0;		// front side
+    return 1;			// back side
+}
+
+
+
+//
+// P_BoxOnLineSide
+// Considers the line to be infinite
+// Returns side 0 or 1, -1 if box crosses the line.
+//
+int
+P_BoxOnLineSide
+( fixed_t*	tmbox,
+  line_t*	ld )
+{
+    int		p1;
+    int		p2;
+	
+    switch (ld->slopetype)
+    {
+      case ST_HORIZONTAL:
+	p1 = tmbox[BOXTOP] > ld->v1->y;
+	p2 = tmbox[BOXBOTTOM] > ld->v1->y;
+	if (ld->dx < 0)
+	{
+	    p1 ^= 1;
+	    p2 ^= 1;
+	}
+	break;
+	
+      case ST_VERTICAL:
+	p1 = tmbox[BOXRIGHT] < ld->v1->x;
+	p2 = tmbox[BOXLEFT] < ld->v1->x;
+	if (ld->dy < 0)
+	{
+	    p1 ^= 1;
+	    p2 ^= 1;
+	}
+	break;
+	
+      case ST_POSITIVE:
+	p1 = P_PointOnLineSide (tmbox[BOXLEFT], tmbox[BOXTOP], ld);
+	p2 = P_PointOnLineSide (tmbox[BOXRIGHT], tmbox[BOXBOTTOM], ld);
+	break;
+	
+      case ST_NEGATIVE:
+	p1 = P_PointOnLineSide (tmbox[BOXRIGHT], tmbox[BOXTOP], ld);
+	p2 = P_PointOnLineSide (tmbox[BOXLEFT], tmbox[BOXBOTTOM], ld);
+	break;
+    }
+
+    if (p1 == p2)
+	return p1;
+    return -1;
+}
+
+
+//
+// P_PointOnDivlineSide
+// Returns 0 or 1.
+//
+int
+P_PointOnDivlineSide
+( fixed_t	x,
+  fixed_t	y,
+  divline_t*	line )
+{
+    fixed_t	dx;
+    fixed_t	dy;
+    fixed_t	left;
+    fixed_t	right;
+	
+    if (!line->dx)
+    {
+	if (x <= line->x)
+	    return line->dy > 0;
+	
+	return line->dy < 0;
+    }
+    if (!line->dy)
+    {
+	if (y <= line->y)
+	    return line->dx < 0;
+
+	return line->dx > 0;
+    }
+	
+    dx = (x - line->x);
+    dy = (y - line->y);
+	
+    // try to quickly decide by looking at sign bits
+    if ( (line->dy ^ line->dx ^ dx ^ dy)&0x80000000 )
+    {
+	if ( (line->dy ^ dx) & 0x80000000 )
+	    return 1;		// (left is negative)
+	return 0;
+    }
+	
+    left = FixedMul ( line->dy>>8, dx>>8 );
+    right = FixedMul ( dy>>8 , line->dx>>8 );
+	
+    if (right < left)
+	return 0;		// front side
+    return 1;			// back side
+}
+
+
+
+//
+// P_MakeDivline
+//
+void
+P_MakeDivline
+( line_t*	li,
+  divline_t*	dl )
+{
+    dl->x = li->v1->x;
+    dl->y = li->v1->y;
+    dl->dx = li->dx;
+    dl->dy = li->dy;
+}
+
+
+
+//
+// P_InterceptVector
+// Returns the fractional intercept point
+// along the first divline.
+// This is only called by the addthings
+// and addlines traversers.
+//
+fixed_t
+P_InterceptVector
+( divline_t*	v2,
+  divline_t*	v1 )
+{
+#if 1
+    fixed_t	frac;
+    fixed_t	num;
+    fixed_t	den;
+	
+    den = FixedMul (v1->dy>>8,v2->dx) - FixedMul(v1->dx>>8,v2->dy);
+
+    if (den == 0)
+	return 0;
+    //	I_Error ("P_InterceptVector: parallel");
+    
+    num =
+	FixedMul ( (v1->x - v2->x)>>8 ,v1->dy )
+	+FixedMul ( (v2->y - v1->y)>>8, v1->dx );
+
+    frac = FixedDiv (num , den);
+
+    return frac;
+#else	// UNUSED, float debug.
+    float	frac;
+    float	num;
+    float	den;
+    float	v1x;
+    float	v1y;
+    float	v1dx;
+    float	v1dy;
+    float	v2x;
+    float	v2y;
+    float	v2dx;
+    float	v2dy;
+
+    v1x = (float)v1->x/FRACUNIT;
+    v1y = (float)v1->y/FRACUNIT;
+    v1dx = (float)v1->dx/FRACUNIT;
+    v1dy = (float)v1->dy/FRACUNIT;
+    v2x = (float)v2->x/FRACUNIT;
+    v2y = (float)v2->y/FRACUNIT;
+    v2dx = (float)v2->dx/FRACUNIT;
+    v2dy = (float)v2->dy/FRACUNIT;
+	
+    den = v1dy*v2dx - v1dx*v2dy;
+
+    if (den == 0)
+	return 0;	// parallel
+    
+    num = (v1x - v2x)*v1dy + (v2y - v1y)*v1dx;
+    frac = num / den;
+
+    return frac*FRACUNIT;
+#endif
+}
+
+
+//
+// P_LineOpening
+// Sets opentop and openbottom to the window
+// through a two sided line.
+// OPTIMIZE: keep this precalculated
+//
+fixed_t opentop;
+fixed_t openbottom;
+fixed_t openrange;
+fixed_t	lowfloor;
+
+
+void P_LineOpening (line_t* linedef)
+{
+    sector_t*	front;
+    sector_t*	back;
+	
+    if (linedef->sidenum[1] == -1)
+    {
+	// single sided line
+	openrange = 0;
+	return;
+    }
+	 
+    front = linedef->frontsector;
+    back = linedef->backsector;
+	
+    if (front->ceilingheight < back->ceilingheight)
+	opentop = front->ceilingheight;
+    else
+	opentop = back->ceilingheight;
+
+    if (front->floorheight > back->floorheight)
+    {
+	openbottom = front->floorheight;
+	lowfloor = back->floorheight;
+    }
+    else
+    {
+	openbottom = back->floorheight;
+	lowfloor = front->floorheight;
+    }
+	
+    openrange = opentop - openbottom;
+}
+
+
+//
+// THING POSITION SETTING
+//
+
+
+//
+// P_UnsetThingPosition
+// Unlinks a thing from block map and sectors.
+// On each position change, BLOCKMAP and other
+// lookups maintaining lists ot things inside
+// these structures need to be updated.
+//
+void P_UnsetThingPosition (mobj_t* thing)
+{
+    int		blockx;
+    int		blocky;
+
+    if ( ! (thing->flags & MF_NOSECTOR) )
+    {
+	// inert things don't need to be in blockmap?
+	// unlink from subsector
+	if (thing->snext)
+	    thing->snext->sprev = thing->sprev;
+
+	if (thing->sprev)
+	    thing->sprev->snext = thing->snext;
+	else
+	    thing->subsector->sector->thinglist = thing->snext;
+    }
+	
+    if ( ! (thing->flags & MF_NOBLOCKMAP) )
+    {
+	// inert things don't need to be in blockmap
+	// unlink from block map
+	if (thing->bnext)
+	    thing->bnext->bprev = thing->bprev;
+	
+	if (thing->bprev)
+	    thing->bprev->bnext = thing->bnext;
+	else
+	{
+	    blockx = (thing->x - bmaporgx)>>MAPBLOCKSHIFT;
+	    blocky = (thing->y - bmaporgy)>>MAPBLOCKSHIFT;
+
+	    if (blockx>=0 && blockx < bmapwidth
+		&& blocky>=0 && blocky <bmapheight)
+	    {
+		blocklinks[blocky*bmapwidth+blockx] = thing->bnext;
+	    }
+	}
+    }
+}
+
+
+//
+// P_SetThingPosition
+// Links a thing into both a block and a subsector
+// based on it's x y.
+// Sets thing->subsector properly
+//
+void
+P_SetThingPosition (mobj_t* thing)
+{
+    subsector_t*	ss;
+    sector_t*		sec;
+    int			blockx;
+    int			blocky;
+    mobj_t**		link;
+
+    
+    // link into subsector
+    ss = R_PointInSubsector (thing->x,thing->y);
+    thing->subsector = ss;
+    
+    if ( ! (thing->flags & MF_NOSECTOR) )
+    {
+	// invisible things don't go into the sector links
+	sec = ss->sector;
+	
+	thing->sprev = NULL;
+	thing->snext = sec->thinglist;
+
+	if (sec->thinglist)
+	    sec->thinglist->sprev = thing;
+
+	sec->thinglist = thing;
+    }
+
+    
+    // link into blockmap
+    if ( ! (thing->flags & MF_NOBLOCKMAP) )
+    {
+	// inert things don't need to be in blockmap		
+	blockx = (thing->x - bmaporgx)>>MAPBLOCKSHIFT;
+	blocky = (thing->y - bmaporgy)>>MAPBLOCKSHIFT;
+
+	if (blockx>=0
+	    && blockx < bmapwidth
+	    && blocky>=0
+	    && blocky < bmapheight)
+	{
+	    link = &blocklinks[blocky*bmapwidth+blockx];
+	    thing->bprev = NULL;
+	    thing->bnext = *link;
+	    if (*link)
+		(*link)->bprev = thing;
+
+	    *link = thing;
+	}
+	else
+	{
+	    // thing is off the map
+	    thing->bnext = thing->bprev = NULL;
+	}
+    }
+}
+
+
+
+//
+// BLOCK MAP ITERATORS
+// For each line/thing in the given mapblock,
+// call the passed PIT_* function.
+// If the function returns false,
+// exit with false without checking anything else.
+//
+
+
+//
+// P_BlockLinesIterator
+// The validcount flags are used to avoid checking lines
+// that are marked in multiple mapblocks,
+// so increment validcount before the first call
+// to P_BlockLinesIterator, then make one or more calls
+// to it.
+//
+boolean
+P_BlockLinesIterator
+( int			x,
+  int			y,
+  boolean(*func)(line_t*) )
+{
+    int			offset;
+    short*		list;
+    line_t*		ld;
+	
+    if (x<0
+	|| y<0
+	|| x>=bmapwidth
+	|| y>=bmapheight)
+    {
+	return true;
+    }
+    
+    offset = y*bmapwidth+x;
+	
+    offset = *(blockmap+offset);
+
+    for ( list = blockmaplump+offset ; *list != -1 ; list++)
+    {
+	ld = &lines[*list];
+
+	if (ld->validcount == validcount)
+	    continue; 	// line has already been checked
+
+	ld->validcount = validcount;
+		
+	if ( !func(ld) )
+	    return false;
+    }
+    return true;	// everything was checked
+}
+
+
+//
+// P_BlockThingsIterator
+//
+boolean
+P_BlockThingsIterator
+( int			x,
+  int			y,
+  boolean(*func)(mobj_t*) )
+{
+    mobj_t*		mobj;
+	
+    if ( x<0
+	 || y<0
+	 || x>=bmapwidth
+	 || y>=bmapheight)
+    {
+	return true;
+    }
+    
+
+    for (mobj = blocklinks[y*bmapwidth+x] ;
+	 mobj ;
+	 mobj = mobj->bnext)
+    {
+	if (!func( mobj ) )
+	    return false;
+    }
+    return true;
+}
+
+
+
+//
+// INTERCEPT ROUTINES
+//
+intercept_t	intercepts[MAXINTERCEPTS];
+intercept_t*	intercept_p;
+
+divline_t 	trace;
+boolean 	earlyout;
+int		ptflags;
+
+//
+// PIT_AddLineIntercepts.
+// Looks for lines in the given block
+// that intercept the given trace
+// to add to the intercepts list.
+//
+// A line is crossed if its endpoints
+// are on opposite sides of the trace.
+// Returns true if earlyout and a solid line hit.
+//
+boolean
+PIT_AddLineIntercepts (line_t* ld)
+{
+    int			s1;
+    int			s2;
+    fixed_t		frac;
+    divline_t		dl;
+	
+    // avoid precision problems with two routines
+    if ( trace.dx > FRACUNIT*16
+	 || trace.dy > FRACUNIT*16
+	 || trace.dx < -FRACUNIT*16
+	 || trace.dy < -FRACUNIT*16)
+    {
+	s1 = P_PointOnDivlineSide (ld->v1->x, ld->v1->y, &trace);
+	s2 = P_PointOnDivlineSide (ld->v2->x, ld->v2->y, &trace);
+    }
+    else
+    {
+	s1 = P_PointOnLineSide (trace.x, trace.y, ld);
+	s2 = P_PointOnLineSide (trace.x+trace.dx, trace.y+trace.dy, ld);
+    }
+    
+    if (s1 == s2)
+	return true;	// line isn't crossed
+    
+    // hit the line
+    P_MakeDivline (ld, &dl);
+    frac = P_InterceptVector (&trace, &dl);
+
+    if (frac < 0)
+	return true;	// behind source
+	
+    // try to early out the check
+    if (earlyout
+	&& frac < FRACUNIT
+	&& !ld->backsector)
+    {
+	return false;	// stop checking
+    }
+    
+	
+    intercept_p->frac = frac;
+    intercept_p->isaline = true;
+    intercept_p->d.line = ld;
+    intercept_p++;
+
+    return true;	// continue
+}
+
+
+
+//
+// PIT_AddThingIntercepts
+//
+boolean PIT_AddThingIntercepts (mobj_t* thing)
+{
+    fixed_t		x1;
+    fixed_t		y1;
+    fixed_t		x2;
+    fixed_t		y2;
+    
+    int			s1;
+    int			s2;
+    
+    boolean		tracepositive;
+
+    divline_t		dl;
+    
+    fixed_t		frac;
+	
+    tracepositive = (trace.dx ^ trace.dy)>0;
+		
+    // check a corner to corner crossection for hit
+    if (tracepositive)
+    {
+	x1 = thing->x - thing->radius;
+	y1 = thing->y + thing->radius;
+		
+	x2 = thing->x + thing->radius;
+	y2 = thing->y - thing->radius;			
+    }
+    else
+    {
+	x1 = thing->x - thing->radius;
+	y1 = thing->y - thing->radius;
+		
+	x2 = thing->x + thing->radius;
+	y2 = thing->y + thing->radius;			
+    }
+    
+    s1 = P_PointOnDivlineSide (x1, y1, &trace);
+    s2 = P_PointOnDivlineSide (x2, y2, &trace);
+
+    if (s1 == s2)
+	return true;		// line isn't crossed
+	
+    dl.x = x1;
+    dl.y = y1;
+    dl.dx = x2-x1;
+    dl.dy = y2-y1;
+    
+    frac = P_InterceptVector (&trace, &dl);
+
+    if (frac < 0)
+	return true;		// behind source
+
+    intercept_p->frac = frac;
+    intercept_p->isaline = false;
+    intercept_p->d.thing = thing;
+    intercept_p++;
+
+    return true;		// keep going
+}
+
+
+//
+// P_TraverseIntercepts
+// Returns true if the traverser function returns true
+// for all lines.
+// 
+boolean
+P_TraverseIntercepts
+( traverser_t	func,
+  fixed_t	maxfrac )
+{
+    int			count;
+    fixed_t		dist;
+    intercept_t*	scan;
+    intercept_t*	in;
+	
+    count = intercept_p - intercepts;
+    
+    in = 0;			// shut up compiler warning
+	
+    while (count--)
+    {
+	dist = MAXINT;
+	for (scan = intercepts ; scan<intercept_p ; scan++)
+	{
+	    if (scan->frac < dist)
+	    {
+		dist = scan->frac;
+		in = scan;
+	    }
+	}
+	
+	if (dist > maxfrac)
+	    return true;	// checked everything in range		
+
+#if 0  // UNUSED
+    {
+	// don't check these yet, there may be others inserted
+	in = scan = intercepts;
+	for ( scan = intercepts ; scan<intercept_p ; scan++)
+	    if (scan->frac > maxfrac)
+		*in++ = *scan;
+	intercept_p = in;
+	return false;
+    }
+#endif
+
+        if ( !func (in) )
+	    return false;	// don't bother going farther
+
+	in->frac = MAXINT;
+    }
+	
+    return true;		// everything was traversed
+}
+
+
+
+
+//
+// P_PathTraverse
+// Traces a line from x1,y1 to x2,y2,
+// calling the traverser function for each.
+// Returns true if the traverser function returns true
+// for all lines.
+//
+boolean
+P_PathTraverse
+( fixed_t		x1,
+  fixed_t		y1,
+  fixed_t		x2,
+  fixed_t		y2,
+  int			flags,
+  boolean (*trav) (intercept_t *))
+{
+    fixed_t	xt1;
+    fixed_t	yt1;
+    fixed_t	xt2;
+    fixed_t	yt2;
+    
+    fixed_t	xstep;
+    fixed_t	ystep;
+    
+    fixed_t	partial;
+    
+    fixed_t	xintercept;
+    fixed_t	yintercept;
+    
+    int		mapx;
+    int		mapy;
+    
+    int		mapxstep;
+    int		mapystep;
+
+    int		count;
+		
+    earlyout = flags & PT_EARLYOUT;
+		
+    validcount++;
+    intercept_p = intercepts;
+	
+    if ( ((x1-bmaporgx)&(MAPBLOCKSIZE-1)) == 0)
+	x1 += FRACUNIT;	// don't side exactly on a line
+    
+    if ( ((y1-bmaporgy)&(MAPBLOCKSIZE-1)) == 0)
+	y1 += FRACUNIT;	// don't side exactly on a line
+
+    trace.x = x1;
+    trace.y = y1;
+    trace.dx = x2 - x1;
+    trace.dy = y2 - y1;
+
+    x1 -= bmaporgx;
+    y1 -= bmaporgy;
+    xt1 = x1>>MAPBLOCKSHIFT;
+    yt1 = y1>>MAPBLOCKSHIFT;
+
+    x2 -= bmaporgx;
+    y2 -= bmaporgy;
+    xt2 = x2>>MAPBLOCKSHIFT;
+    yt2 = y2>>MAPBLOCKSHIFT;
+
+    if (xt2 > xt1)
+    {
+	mapxstep = 1;
+	partial = FRACUNIT - ((x1>>MAPBTOFRAC)&(FRACUNIT-1));
+	ystep = FixedDiv (y2-y1,abs(x2-x1));
+    }
+    else if (xt2 < xt1)
+    {
+	mapxstep = -1;
+	partial = (x1>>MAPBTOFRAC)&(FRACUNIT-1);
+	ystep = FixedDiv (y2-y1,abs(x2-x1));
+    }
+    else
+    {
+	mapxstep = 0;
+	partial = FRACUNIT;
+	ystep = 256*FRACUNIT;
+    }	
+
+    yintercept = (y1>>MAPBTOFRAC) + FixedMul (partial, ystep);
+
+	
+    if (yt2 > yt1)
+    {
+	mapystep = 1;
+	partial = FRACUNIT - ((y1>>MAPBTOFRAC)&(FRACUNIT-1));
+	xstep = FixedDiv (x2-x1,abs(y2-y1));
+    }
+    else if (yt2 < yt1)
+    {
+	mapystep = -1;
+	partial = (y1>>MAPBTOFRAC)&(FRACUNIT-1);
+	xstep = FixedDiv (x2-x1,abs(y2-y1));
+    }
+    else
+    {
+	mapystep = 0;
+	partial = FRACUNIT;
+	xstep = 256*FRACUNIT;
+    }	
+    xintercept = (x1>>MAPBTOFRAC) + FixedMul (partial, xstep);
+    
+    // Step through map blocks.
+    // Count is present to prevent a round off error
+    // from skipping the break.
+    mapx = xt1;
+    mapy = yt1;
+	
+    for (count = 0 ; count < 64 ; count++)
+    {
+	if (flags & PT_ADDLINES)
+	{
+	    if (!P_BlockLinesIterator (mapx, mapy,PIT_AddLineIntercepts))
+		return false;	// early out
+	}
+	
+	if (flags & PT_ADDTHINGS)
+	{
+	    if (!P_BlockThingsIterator (mapx, mapy,PIT_AddThingIntercepts))
+		return false;	// early out
+	}
+		
+	if (mapx == xt2
+	    && mapy == yt2)
+	{
+	    break;
+	}
+	
+	if ( (yintercept >> FRACBITS) == mapy)
+	{
+	    yintercept += ystep;
+	    mapx += mapxstep;
+	}
+	else if ( (xintercept >> FRACBITS) == mapx)
+	{
+	    xintercept += xstep;
+	    mapy += mapystep;
+	}
+		
+    }
+    // go through the sorted list
+    return P_TraverseIntercepts ( trav, FRACUNIT );
+}
+
+
+
--- /dev/null
+++ b/src/p_mobj.c
@@ -1,0 +1,991 @@
+// Emacs style mode select   -*- C++ -*- 
+//-----------------------------------------------------------------------------
+//
+// $Id: p_mobj.c 4 2005-07-23 16:19:41Z fraggle $
+//
+// Copyright (C) 1993-1996 by id Software, Inc.
+//
+// This source is available for distribution and/or modification
+// only under the terms of the DOOM Source Code License as
+// published by id Software. All rights reserved.
+//
+// The source is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
+// for more details.
+//
+// $Log$
+// Revision 1.1  2005/07/23 16:19:41  fraggle
+// Initial revision
+//
+//
+// DESCRIPTION:
+//	Moving object handling. Spawn functions.
+//
+//-----------------------------------------------------------------------------
+
+static const char
+rcsid[] = "$Id: p_mobj.c 4 2005-07-23 16:19:41Z fraggle $";
+
+#include "i_system.h"
+#include "z_zone.h"
+#include "m_random.h"
+
+#include "doomdef.h"
+#include "p_local.h"
+#include "sounds.h"
+
+#include "st_stuff.h"
+#include "hu_stuff.h"
+
+#include "s_sound.h"
+
+#include "doomstat.h"
+
+
+void G_PlayerReborn (int player);
+void P_SpawnMapThing (mapthing_t*	mthing);
+
+
+//
+// P_SetMobjState
+// Returns true if the mobj is still present.
+//
+int test;
+
+boolean
+P_SetMobjState
+( mobj_t*	mobj,
+  statenum_t	state )
+{
+    state_t*	st;
+
+    do
+    {
+	if (state == S_NULL)
+	{
+	    mobj->state = (state_t *) S_NULL;
+	    P_RemoveMobj (mobj);
+	    return false;
+	}
+
+	st = &states[state];
+	mobj->state = st;
+	mobj->tics = st->tics;
+	mobj->sprite = st->sprite;
+	mobj->frame = st->frame;
+
+	// Modified handling.
+	// Call action functions when the state is set
+	if (st->action.acp1)		
+	    st->action.acp1(mobj);	
+	
+	state = st->nextstate;
+    } while (!mobj->tics);
+				
+    return true;
+}
+
+
+//
+// P_ExplodeMissile  
+//
+void P_ExplodeMissile (mobj_t* mo)
+{
+    mo->momx = mo->momy = mo->momz = 0;
+
+    P_SetMobjState (mo, mobjinfo[mo->type].deathstate);
+
+    mo->tics -= P_Random()&3;
+
+    if (mo->tics < 1)
+	mo->tics = 1;
+
+    mo->flags &= ~MF_MISSILE;
+
+    if (mo->info->deathsound)
+	S_StartSound (mo, mo->info->deathsound);
+}
+
+
+//
+// P_XYMovement  
+//
+#define STOPSPEED		0x1000
+#define FRICTION		0xe800
+
+void P_XYMovement (mobj_t* mo) 
+{ 	
+    fixed_t 	ptryx;
+    fixed_t	ptryy;
+    player_t*	player;
+    fixed_t	xmove;
+    fixed_t	ymove;
+			
+    if (!mo->momx && !mo->momy)
+    {
+	if (mo->flags & MF_SKULLFLY)
+	{
+	    // the skull slammed into something
+	    mo->flags &= ~MF_SKULLFLY;
+	    mo->momx = mo->momy = mo->momz = 0;
+
+	    P_SetMobjState (mo, mo->info->spawnstate);
+	}
+	return;
+    }
+	
+    player = mo->player;
+		
+    if (mo->momx > MAXMOVE)
+	mo->momx = MAXMOVE;
+    else if (mo->momx < -MAXMOVE)
+	mo->momx = -MAXMOVE;
+
+    if (mo->momy > MAXMOVE)
+	mo->momy = MAXMOVE;
+    else if (mo->momy < -MAXMOVE)
+	mo->momy = -MAXMOVE;
+		
+    xmove = mo->momx;
+    ymove = mo->momy;
+	
+    do
+    {
+	if (xmove > MAXMOVE/2 || ymove > MAXMOVE/2)
+	{
+	    ptryx = mo->x + xmove/2;
+	    ptryy = mo->y + ymove/2;
+	    xmove >>= 1;
+	    ymove >>= 1;
+	}
+	else
+	{
+	    ptryx = mo->x + xmove;
+	    ptryy = mo->y + ymove;
+	    xmove = ymove = 0;
+	}
+		
+	if (!P_TryMove (mo, ptryx, ptryy))
+	{
+	    // blocked move
+	    if (mo->player)
+	    {	// try to slide along it
+		P_SlideMove (mo);
+	    }
+	    else if (mo->flags & MF_MISSILE)
+	    {
+		// explode a missile
+		if (ceilingline &&
+		    ceilingline->backsector &&
+		    ceilingline->backsector->ceilingpic == skyflatnum)
+		{
+		    // Hack to prevent missiles exploding
+		    // against the sky.
+		    // Does not handle sky floors.
+		    P_RemoveMobj (mo);
+		    return;
+		}
+		P_ExplodeMissile (mo);
+	    }
+	    else
+		mo->momx = mo->momy = 0;
+	}
+    } while (xmove || ymove);
+    
+    // slow down
+    if (player && player->cheats & CF_NOMOMENTUM)
+    {
+	// debug option for no sliding at all
+	mo->momx = mo->momy = 0;
+	return;
+    }
+
+    if (mo->flags & (MF_MISSILE | MF_SKULLFLY) )
+	return; 	// no friction for missiles ever
+		
+    if (mo->z > mo->floorz)
+	return;		// no friction when airborne
+
+    if (mo->flags & MF_CORPSE)
+    {
+	// do not stop sliding
+	//  if halfway off a step with some momentum
+	if (mo->momx > FRACUNIT/4
+	    || mo->momx < -FRACUNIT/4
+	    || mo->momy > FRACUNIT/4
+	    || mo->momy < -FRACUNIT/4)
+	{
+	    if (mo->floorz != mo->subsector->sector->floorheight)
+		return;
+	}
+    }
+
+    if (mo->momx > -STOPSPEED
+	&& mo->momx < STOPSPEED
+	&& mo->momy > -STOPSPEED
+	&& mo->momy < STOPSPEED
+	&& (!player
+	    || (player->cmd.forwardmove== 0
+		&& player->cmd.sidemove == 0 ) ) )
+    {
+	// if in a walking frame, stop moving
+	if ( player&&(unsigned)((player->mo->state - states)- S_PLAY_RUN1) < 4)
+	    P_SetMobjState (player->mo, S_PLAY);
+	
+	mo->momx = 0;
+	mo->momy = 0;
+    }
+    else
+    {
+	mo->momx = FixedMul (mo->momx, FRICTION);
+	mo->momy = FixedMul (mo->momy, FRICTION);
+    }
+}
+
+//
+// P_ZMovement
+//
+void P_ZMovement (mobj_t* mo)
+{
+    fixed_t	dist;
+    fixed_t	delta;
+    
+    // check for smooth step up
+    if (mo->player && mo->z < mo->floorz)
+    {
+	mo->player->viewheight -= mo->floorz-mo->z;
+
+	mo->player->deltaviewheight
+	    = (VIEWHEIGHT - mo->player->viewheight)>>3;
+    }
+    
+    // adjust height
+    mo->z += mo->momz;
+	
+    if ( mo->flags & MF_FLOAT
+	 && mo->target)
+    {
+	// float down towards target if too close
+	if ( !(mo->flags & MF_SKULLFLY)
+	     && !(mo->flags & MF_INFLOAT) )
+	{
+	    dist = P_AproxDistance (mo->x - mo->target->x,
+				    mo->y - mo->target->y);
+	    
+	    delta =(mo->target->z + (mo->height>>1)) - mo->z;
+
+	    if (delta<0 && dist < -(delta*3) )
+		mo->z -= FLOATSPEED;
+	    else if (delta>0 && dist < (delta*3) )
+		mo->z += FLOATSPEED;			
+	}
+	
+    }
+    
+    // clip movement
+    if (mo->z <= mo->floorz)
+    {
+	// hit the floor
+
+	// Note (id):
+	//  somebody left this after the setting momz to 0,
+	//  kinda useless there.
+	if (mo->flags & MF_SKULLFLY)
+	{
+	    // the skull slammed into something
+	    mo->momz = -mo->momz;
+	}
+	
+	if (mo->momz < 0)
+	{
+	    if (mo->player
+		&& mo->momz < -GRAVITY*8)	
+	    {
+		// Squat down.
+		// Decrease viewheight for a moment
+		// after hitting the ground (hard),
+		// and utter appropriate sound.
+		mo->player->deltaviewheight = mo->momz>>3;
+		S_StartSound (mo, sfx_oof);
+	    }
+	    mo->momz = 0;
+	}
+	mo->z = mo->floorz;
+
+	if ( (mo->flags & MF_MISSILE)
+	     && !(mo->flags & MF_NOCLIP) )
+	{
+	    P_ExplodeMissile (mo);
+	    return;
+	}
+    }
+    else if (! (mo->flags & MF_NOGRAVITY) )
+    {
+	if (mo->momz == 0)
+	    mo->momz = -GRAVITY*2;
+	else
+	    mo->momz -= GRAVITY;
+    }
+	
+    if (mo->z + mo->height > mo->ceilingz)
+    {
+	// hit the ceiling
+	if (mo->momz > 0)
+	    mo->momz = 0;
+	{
+	    mo->z = mo->ceilingz - mo->height;
+	}
+
+	if (mo->flags & MF_SKULLFLY)
+	{	// the skull slammed into something
+	    mo->momz = -mo->momz;
+	}
+	
+	if ( (mo->flags & MF_MISSILE)
+	     && !(mo->flags & MF_NOCLIP) )
+	{
+	    P_ExplodeMissile (mo);
+	    return;
+	}
+    }
+} 
+
+
+
+//
+// P_NightmareRespawn
+//
+void
+P_NightmareRespawn (mobj_t* mobj)
+{
+    fixed_t		x;
+    fixed_t		y;
+    fixed_t		z; 
+    subsector_t*	ss; 
+    mobj_t*		mo;
+    mapthing_t*		mthing;
+		
+    x = mobj->spawnpoint.x << FRACBITS; 
+    y = mobj->spawnpoint.y << FRACBITS; 
+
+    // somthing is occupying it's position?
+    if (!P_CheckPosition (mobj, x, y) ) 
+	return;	// no respwan
+
+    // spawn a teleport fog at old spot
+    // because of removal of the body?
+    mo = P_SpawnMobj (mobj->x,
+		      mobj->y,
+		      mobj->subsector->sector->floorheight , MT_TFOG); 
+    // initiate teleport sound
+    S_StartSound (mo, sfx_telept);
+
+    // spawn a teleport fog at the new spot
+    ss = R_PointInSubsector (x,y); 
+
+    mo = P_SpawnMobj (x, y, ss->sector->floorheight , MT_TFOG); 
+
+    S_StartSound (mo, sfx_telept);
+
+    // spawn the new monster
+    mthing = &mobj->spawnpoint;
+	
+    // spawn it
+    if (mobj->info->flags & MF_SPAWNCEILING)
+	z = ONCEILINGZ;
+    else
+	z = ONFLOORZ;
+
+    // inherit attributes from deceased one
+    mo = P_SpawnMobj (x,y,z, mobj->type);
+    mo->spawnpoint = mobj->spawnpoint;	
+    mo->angle = ANG45 * (mthing->angle/45);
+
+    if (mthing->options & MTF_AMBUSH)
+	mo->flags |= MF_AMBUSH;
+
+    mo->reactiontime = 18;
+	
+    // remove the old monster,
+    P_RemoveMobj (mobj);
+}
+
+
+//
+// P_MobjThinker
+//
+void P_MobjThinker (mobj_t* mobj)
+{
+    // momentum movement
+    if (mobj->momx
+	|| mobj->momy
+	|| (mobj->flags&MF_SKULLFLY) )
+    {
+	P_XYMovement (mobj);
+
+	// FIXME: decent NOP/NULL/Nil function pointer please.
+	if (mobj->thinker.function.acv == (actionf_v) (-1))
+	    return;		// mobj was removed
+    }
+    if ( (mobj->z != mobj->floorz)
+	 || mobj->momz )
+    {
+	P_ZMovement (mobj);
+	
+	// FIXME: decent NOP/NULL/Nil function pointer please.
+	if (mobj->thinker.function.acv == (actionf_v) (-1))
+	    return;		// mobj was removed
+    }
+
+    
+    // cycle through states,
+    // calling action functions at transitions
+    if (mobj->tics != -1)
+    {
+	mobj->tics--;
+		
+	// you can cycle through multiple states in a tic
+	if (!mobj->tics)
+	    if (!P_SetMobjState (mobj, mobj->state->nextstate) )
+		return;		// freed itself
+    }
+    else
+    {
+	// check for nightmare respawn
+	if (! (mobj->flags & MF_COUNTKILL) )
+	    return;
+
+	if (!respawnmonsters)
+	    return;
+
+	mobj->movecount++;
+
+	if (mobj->movecount < 12*35)
+	    return;
+
+	if ( leveltime&31 )
+	    return;
+
+	if (P_Random () > 4)
+	    return;
+
+	P_NightmareRespawn (mobj);
+    }
+
+}
+
+
+//
+// P_SpawnMobj
+//
+mobj_t*
+P_SpawnMobj
+( fixed_t	x,
+  fixed_t	y,
+  fixed_t	z,
+  mobjtype_t	type )
+{
+    mobj_t*	mobj;
+    state_t*	st;
+    mobjinfo_t*	info;
+	
+    mobj = Z_Malloc (sizeof(*mobj), PU_LEVEL, NULL);
+    memset (mobj, 0, sizeof (*mobj));
+    info = &mobjinfo[type];
+	
+    mobj->type = type;
+    mobj->info = info;
+    mobj->x = x;
+    mobj->y = y;
+    mobj->radius = info->radius;
+    mobj->height = info->height;
+    mobj->flags = info->flags;
+    mobj->health = info->spawnhealth;
+
+    if (gameskill != sk_nightmare)
+	mobj->reactiontime = info->reactiontime;
+    
+    mobj->lastlook = P_Random () % MAXPLAYERS;
+    // do not set the state with P_SetMobjState,
+    // because action routines can not be called yet
+    st = &states[info->spawnstate];
+
+    mobj->state = st;
+    mobj->tics = st->tics;
+    mobj->sprite = st->sprite;
+    mobj->frame = st->frame;
+
+    // set subsector and/or block links
+    P_SetThingPosition (mobj);
+	
+    mobj->floorz = mobj->subsector->sector->floorheight;
+    mobj->ceilingz = mobj->subsector->sector->ceilingheight;
+
+    if (z == ONFLOORZ)
+	mobj->z = mobj->floorz;
+    else if (z == ONCEILINGZ)
+	mobj->z = mobj->ceilingz - mobj->info->height;
+    else 
+	mobj->z = z;
+
+    mobj->thinker.function.acp1 = (actionf_p1)P_MobjThinker;
+	
+    P_AddThinker (&mobj->thinker);
+
+    return mobj;
+}
+
+
+//
+// P_RemoveMobj
+//
+mapthing_t	itemrespawnque[ITEMQUESIZE];
+int		itemrespawntime[ITEMQUESIZE];
+int		iquehead;
+int		iquetail;
+
+
+void P_RemoveMobj (mobj_t* mobj)
+{
+    if ((mobj->flags & MF_SPECIAL)
+	&& !(mobj->flags & MF_DROPPED)
+	&& (mobj->type != MT_INV)
+	&& (mobj->type != MT_INS))
+    {
+	itemrespawnque[iquehead] = mobj->spawnpoint;
+	itemrespawntime[iquehead] = leveltime;
+	iquehead = (iquehead+1)&(ITEMQUESIZE-1);
+
+	// lose one off the end?
+	if (iquehead == iquetail)
+	    iquetail = (iquetail+1)&(ITEMQUESIZE-1);
+    }
+	
+    // unlink from sector and block lists
+    P_UnsetThingPosition (mobj);
+    
+    // stop any playing sound
+    S_StopSound (mobj);
+    
+    // free block
+    P_RemoveThinker ((thinker_t*)mobj);
+}
+
+
+
+
+//
+// P_RespawnSpecials
+//
+void P_RespawnSpecials (void)
+{
+    fixed_t		x;
+    fixed_t		y;
+    fixed_t		z;
+    
+    subsector_t*	ss; 
+    mobj_t*		mo;
+    mapthing_t*		mthing;
+    
+    int			i;
+
+    // only respawn items in deathmatch
+    if (deathmatch != 2)
+	return;	// 
+
+    // nothing left to respawn?
+    if (iquehead == iquetail)
+	return;		
+
+    // wait at least 30 seconds
+    if (leveltime - itemrespawntime[iquetail] < 30*35)
+	return;			
+
+    mthing = &itemrespawnque[iquetail];
+	
+    x = mthing->x << FRACBITS; 
+    y = mthing->y << FRACBITS; 
+	  
+    // spawn a teleport fog at the new spot
+    ss = R_PointInSubsector (x,y); 
+    mo = P_SpawnMobj (x, y, ss->sector->floorheight , MT_IFOG); 
+    S_StartSound (mo, sfx_itmbk);
+
+    // find which type to spawn
+    for (i=0 ; i< NUMMOBJTYPES ; i++)
+    {
+	if (mthing->type == mobjinfo[i].doomednum)
+	    break;
+    }
+    
+    // spawn it
+    if (mobjinfo[i].flags & MF_SPAWNCEILING)
+	z = ONCEILINGZ;
+    else
+	z = ONFLOORZ;
+
+    mo = P_SpawnMobj (x,y,z, i);
+    mo->spawnpoint = *mthing;	
+    mo->angle = ANG45 * (mthing->angle/45);
+
+    // pull it from the que
+    iquetail = (iquetail+1)&(ITEMQUESIZE-1);
+}
+
+
+
+
+//
+// P_SpawnPlayer
+// Called when a player is spawned on the level.
+// Most of the player structure stays unchanged
+//  between levels.
+//
+void P_SpawnPlayer (mapthing_t* mthing)
+{
+    player_t*		p;
+    fixed_t		x;
+    fixed_t		y;
+    fixed_t		z;
+
+    mobj_t*		mobj;
+
+    int			i;
+
+    // not playing?
+    if (!playeringame[mthing->type-1])
+	return;					
+		
+    p = &players[mthing->type-1];
+
+    if (p->playerstate == PST_REBORN)
+	G_PlayerReborn (mthing->type-1);
+
+    x 		= mthing->x << FRACBITS;
+    y 		= mthing->y << FRACBITS;
+    z		= ONFLOORZ;
+    mobj	= P_SpawnMobj (x,y,z, MT_PLAYER);
+
+    // set color translations for player sprites
+    if (mthing->type > 1)		
+	mobj->flags |= (mthing->type-1)<<MF_TRANSSHIFT;
+		
+    mobj->angle	= ANG45 * (mthing->angle/45);
+    mobj->player = p;
+    mobj->health = p->health;
+
+    p->mo = mobj;
+    p->playerstate = PST_LIVE;	
+    p->refire = 0;
+    p->message = NULL;
+    p->damagecount = 0;
+    p->bonuscount = 0;
+    p->extralight = 0;
+    p->fixedcolormap = 0;
+    p->viewheight = VIEWHEIGHT;
+
+    // setup gun psprite
+    P_SetupPsprites (p);
+    
+    // give all cards in death match mode
+    if (deathmatch)
+	for (i=0 ; i<NUMCARDS ; i++)
+	    p->cards[i] = true;
+			
+    if (mthing->type-1 == consoleplayer)
+    {
+	// wake up the status bar
+	ST_Start ();
+	// wake up the heads up text
+	HU_Start ();		
+    }
+}
+
+
+//
+// P_SpawnMapThing
+// The fields of the mapthing should
+// already be in host byte order.
+//
+void P_SpawnMapThing (mapthing_t* mthing)
+{
+    int			i;
+    int			bit;
+    mobj_t*		mobj;
+    fixed_t		x;
+    fixed_t		y;
+    fixed_t		z;
+		
+    // count deathmatch start positions
+    if (mthing->type == 11)
+    {
+	if (deathmatch_p < &deathmatchstarts[10])
+	{
+	    memcpy (deathmatch_p, mthing, sizeof(*mthing));
+	    deathmatch_p++;
+	}
+	return;
+    }
+	
+    // check for players specially
+    if (mthing->type <= 4)
+    {
+	// save spots for respawning in network games
+	playerstarts[mthing->type-1] = *mthing;
+	if (!deathmatch)
+	    P_SpawnPlayer (mthing);
+
+	return;
+    }
+
+    // check for apropriate skill level
+    if (!netgame && (mthing->options & 16) )
+	return;
+		
+    if (gameskill == sk_baby)
+	bit = 1;
+    else if (gameskill == sk_nightmare)
+	bit = 4;
+    else
+	bit = 1<<(gameskill-1);
+
+    if (!(mthing->options & bit) )
+	return;
+	
+    // find which type to spawn
+    for (i=0 ; i< NUMMOBJTYPES ; i++)
+	if (mthing->type == mobjinfo[i].doomednum)
+	    break;
+	
+    if (i==NUMMOBJTYPES)
+	I_Error ("P_SpawnMapThing: Unknown type %i at (%i, %i)",
+		 mthing->type,
+		 mthing->x, mthing->y);
+		
+    // don't spawn keycards and players in deathmatch
+    if (deathmatch && mobjinfo[i].flags & MF_NOTDMATCH)
+	return;
+		
+    // don't spawn any monsters if -nomonsters
+    if (nomonsters
+	&& ( i == MT_SKULL
+	     || (mobjinfo[i].flags & MF_COUNTKILL)) )
+    {
+	return;
+    }
+    
+    // spawn it
+    x = mthing->x << FRACBITS;
+    y = mthing->y << FRACBITS;
+
+    if (mobjinfo[i].flags & MF_SPAWNCEILING)
+	z = ONCEILINGZ;
+    else
+	z = ONFLOORZ;
+    
+    mobj = P_SpawnMobj (x,y,z, i);
+    mobj->spawnpoint = *mthing;
+
+    if (mobj->tics > 0)
+	mobj->tics = 1 + (P_Random () % mobj->tics);
+    if (mobj->flags & MF_COUNTKILL)
+	totalkills++;
+    if (mobj->flags & MF_COUNTITEM)
+	totalitems++;
+		
+    mobj->angle = ANG45 * (mthing->angle/45);
+    if (mthing->options & MTF_AMBUSH)
+	mobj->flags |= MF_AMBUSH;
+}
+
+
+
+//
+// GAME SPAWN FUNCTIONS
+//
+
+
+//
+// P_SpawnPuff
+//
+extern fixed_t attackrange;
+
+void
+P_SpawnPuff
+( fixed_t	x,
+  fixed_t	y,
+  fixed_t	z )
+{
+    mobj_t*	th;
+	
+    z += ((P_Random()-P_Random())<<10);
+
+    th = P_SpawnMobj (x,y,z, MT_PUFF);
+    th->momz = FRACUNIT;
+    th->tics -= P_Random()&3;
+
+    if (th->tics < 1)
+	th->tics = 1;
+	
+    // don't make punches spark on the wall
+    if (attackrange == MELEERANGE)
+	P_SetMobjState (th, S_PUFF3);
+}
+
+
+
+//
+// P_SpawnBlood
+// 
+void
+P_SpawnBlood
+( fixed_t	x,
+  fixed_t	y,
+  fixed_t	z,
+  int		damage )
+{
+    mobj_t*	th;
+	
+    z += ((P_Random()-P_Random())<<10);
+    th = P_SpawnMobj (x,y,z, MT_BLOOD);
+    th->momz = FRACUNIT*2;
+    th->tics -= P_Random()&3;
+
+    if (th->tics < 1)
+	th->tics = 1;
+		
+    if (damage <= 12 && damage >= 9)
+	P_SetMobjState (th,S_BLOOD2);
+    else if (damage < 9)
+	P_SetMobjState (th,S_BLOOD3);
+}
+
+
+
+//
+// P_CheckMissileSpawn
+// Moves the missile forward a bit
+//  and possibly explodes it right there.
+//
+void P_CheckMissileSpawn (mobj_t* th)
+{
+    th->tics -= P_Random()&3;
+    if (th->tics < 1)
+	th->tics = 1;
+    
+    // move a little forward so an angle can
+    // be computed if it immediately explodes
+    th->x += (th->momx>>1);
+    th->y += (th->momy>>1);
+    th->z += (th->momz>>1);
+
+    if (!P_TryMove (th, th->x, th->y))
+	P_ExplodeMissile (th);
+}
+
+
+//
+// P_SpawnMissile
+//
+mobj_t*
+P_SpawnMissile
+( mobj_t*	source,
+  mobj_t*	dest,
+  mobjtype_t	type )
+{
+    mobj_t*	th;
+    angle_t	an;
+    int		dist;
+
+    th = P_SpawnMobj (source->x,
+		      source->y,
+		      source->z + 4*8*FRACUNIT, type);
+    
+    if (th->info->seesound)
+	S_StartSound (th, th->info->seesound);
+
+    th->target = source;	// where it came from
+    an = R_PointToAngle2 (source->x, source->y, dest->x, dest->y);	
+
+    // fuzzy player
+    if (dest->flags & MF_SHADOW)
+	an += (P_Random()-P_Random())<<20;	
+
+    th->angle = an;
+    an >>= ANGLETOFINESHIFT;
+    th->momx = FixedMul (th->info->speed, finecosine[an]);
+    th->momy = FixedMul (th->info->speed, finesine[an]);
+	
+    dist = P_AproxDistance (dest->x - source->x, dest->y - source->y);
+    dist = dist / th->info->speed;
+
+    if (dist < 1)
+	dist = 1;
+
+    th->momz = (dest->z - source->z) / dist;
+    P_CheckMissileSpawn (th);
+	
+    return th;
+}
+
+
+//
+// P_SpawnPlayerMissile
+// Tries to aim at a nearby monster
+//
+void
+P_SpawnPlayerMissile
+( mobj_t*	source,
+  mobjtype_t	type )
+{
+    mobj_t*	th;
+    angle_t	an;
+    
+    fixed_t	x;
+    fixed_t	y;
+    fixed_t	z;
+    fixed_t	slope;
+    
+    // see which target is to be aimed at
+    an = source->angle;
+    slope = P_AimLineAttack (source, an, 16*64*FRACUNIT);
+    
+    if (!linetarget)
+    {
+	an += 1<<26;
+	slope = P_AimLineAttack (source, an, 16*64*FRACUNIT);
+
+	if (!linetarget)
+	{
+	    an -= 2<<26;
+	    slope = P_AimLineAttack (source, an, 16*64*FRACUNIT);
+	}
+
+	if (!linetarget)
+	{
+	    an = source->angle;
+	    slope = 0;
+	}
+    }
+		
+    x = source->x;
+    y = source->y;
+    z = source->z + 4*8*FRACUNIT;
+	
+    th = P_SpawnMobj (x,y,z, type);
+
+    if (th->info->seesound)
+	S_StartSound (th, th->info->seesound);
+
+    th->target = source;
+    th->angle = an;
+    th->momx = FixedMul( th->info->speed,
+			 finecosine[an>>ANGLETOFINESHIFT]);
+    th->momy = FixedMul( th->info->speed,
+			 finesine[an>>ANGLETOFINESHIFT]);
+    th->momz = FixedMul( th->info->speed, slope);
+
+    P_CheckMissileSpawn (th);
+}
+
--- /dev/null
+++ b/src/p_mobj.h
@@ -1,0 +1,298 @@
+// Emacs style mode select   -*- C++ -*- 
+//-----------------------------------------------------------------------------
+//
+// $Id: p_mobj.h 4 2005-07-23 16:19:41Z fraggle $
+//
+// Copyright (C) 1993-1996 by id Software, Inc.
+//
+// This source is available for distribution and/or modification
+// only under the terms of the DOOM Source Code License as
+// published by id Software. All rights reserved.
+//
+// The source is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
+// for more details.
+//
+// DESCRIPTION:
+//	Map Objects, MObj, definition and handling.
+//
+//-----------------------------------------------------------------------------
+
+
+#ifndef __P_MOBJ__
+#define __P_MOBJ__
+
+// Basics.
+#include "tables.h"
+#include "m_fixed.h"
+
+// We need the thinker_t stuff.
+#include "d_think.h"
+
+// We need the WAD data structure for Map things,
+// from the THINGS lump.
+#include "doomdata.h"
+
+// States are tied to finite states are
+//  tied to animation frames.
+// Needs precompiled tables/data structures.
+#include "info.h"
+
+
+
+#ifdef __GNUG__
+#pragma interface
+#endif
+
+
+
+//
+// NOTES: mobj_t
+//
+// mobj_ts are used to tell the refresh where to draw an image,
+// tell the world simulation when objects are contacted,
+// and tell the sound driver how to position a sound.
+//
+// The refresh uses the next and prev links to follow
+// lists of things in sectors as they are being drawn.
+// The sprite, frame, and angle elements determine which patch_t
+// is used to draw the sprite if it is visible.
+// The sprite and frame values are allmost allways set
+// from state_t structures.
+// The statescr.exe utility generates the states.h and states.c
+// files that contain the sprite/frame numbers from the
+// statescr.txt source file.
+// The xyz origin point represents a point at the bottom middle
+// of the sprite (between the feet of a biped).
+// This is the default origin position for patch_ts grabbed
+// with lumpy.exe.
+// A walking creature will have its z equal to the floor
+// it is standing on.
+//
+// The sound code uses the x,y, and subsector fields
+// to do stereo positioning of any sound effited by the mobj_t.
+//
+// The play simulation uses the blocklinks, x,y,z, radius, height
+// to determine when mobj_ts are touching each other,
+// touching lines in the map, or hit by trace lines (gunshots,
+// lines of sight, etc).
+// The mobj_t->flags element has various bit flags
+// used by the simulation.
+//
+// Every mobj_t is linked into a single sector
+// based on its origin coordinates.
+// The subsector_t is found with R_PointInSubsector(x,y),
+// and the sector_t can be found with subsector->sector.
+// The sector links are only used by the rendering code,
+// the play simulation does not care about them at all.
+//
+// Any mobj_t that needs to be acted upon by something else
+// in the play world (block movement, be shot, etc) will also
+// need to be linked into the blockmap.
+// If the thing has the MF_NOBLOCK flag set, it will not use
+// the block links. It can still interact with other things,
+// but only as the instigator (missiles will run into other
+// things, but nothing can run into a missile).
+// Each block in the grid is 128*128 units, and knows about
+// every line_t that it contains a piece of, and every
+// interactable mobj_t that has its origin contained.  
+//
+// A valid mobj_t is a mobj_t that has the proper subsector_t
+// filled in for its xy coordinates and is linked into the
+// sector from which the subsector was made, or has the
+// MF_NOSECTOR flag set (the subsector_t needs to be valid
+// even if MF_NOSECTOR is set), and is linked into a blockmap
+// block or has the MF_NOBLOCKMAP flag set.
+// Links should only be modified by the P_[Un]SetThingPosition()
+// functions.
+// Do not change the MF_NO? flags while a thing is valid.
+//
+// Any questions?
+//
+
+//
+// Misc. mobj flags
+//
+typedef enum
+{
+    // Call P_SpecialThing when touched.
+    MF_SPECIAL		= 1,
+    // Blocks.
+    MF_SOLID		= 2,
+    // Can be hit.
+    MF_SHOOTABLE	= 4,
+    // Don't use the sector links (invisible but touchable).
+    MF_NOSECTOR		= 8,
+    // Don't use the blocklinks (inert but displayable)
+    MF_NOBLOCKMAP	= 16,                    
+
+    // Not to be activated by sound, deaf monster.
+    MF_AMBUSH		= 32,
+    // Will try to attack right back.
+    MF_JUSTHIT		= 64,
+    // Will take at least one step before attacking.
+    MF_JUSTATTACKED	= 128,
+    // On level spawning (initial position),
+    //  hang from ceiling instead of stand on floor.
+    MF_SPAWNCEILING	= 256,
+    // Don't apply gravity (every tic),
+    //  that is, object will float, keeping current height
+    //  or changing it actively.
+    MF_NOGRAVITY	= 512,
+
+    // Movement flags.
+    // This allows jumps from high places.
+    MF_DROPOFF		= 0x400,
+    // For players, will pick up items.
+    MF_PICKUP		= 0x800,
+    // Player cheat. ???
+    MF_NOCLIP		= 0x1000,
+    // Player: keep info about sliding along walls.
+    MF_SLIDE		= 0x2000,
+    // Allow moves to any height, no gravity.
+    // For active floaters, e.g. cacodemons, pain elementals.
+    MF_FLOAT		= 0x4000,
+    // Don't cross lines
+    //   ??? or look at heights on teleport.
+    MF_TELEPORT		= 0x8000,
+    // Don't hit same species, explode on block.
+    // Player missiles as well as fireballs of various kinds.
+    MF_MISSILE		= 0x10000,	
+    // Dropped by a demon, not level spawned.
+    // E.g. ammo clips dropped by dying former humans.
+    MF_DROPPED		= 0x20000,
+    // Use fuzzy draw (shadow demons or spectres),
+    //  temporary player invisibility powerup.
+    MF_SHADOW		= 0x40000,
+    // Flag: don't bleed when shot (use puff),
+    //  barrels and shootable furniture shall not bleed.
+    MF_NOBLOOD		= 0x80000,
+    // Don't stop moving halfway off a step,
+    //  that is, have dead bodies slide down all the way.
+    MF_CORPSE		= 0x100000,
+    // Floating to a height for a move, ???
+    //  don't auto float to target's height.
+    MF_INFLOAT		= 0x200000,
+
+    // On kill, count this enemy object
+    //  towards intermission kill total.
+    // Happy gathering.
+    MF_COUNTKILL	= 0x400000,
+    
+    // On picking up, count this item object
+    //  towards intermission item total.
+    MF_COUNTITEM	= 0x800000,
+
+    // Special handling: skull in flight.
+    // Neither a cacodemon nor a missile.
+    MF_SKULLFLY		= 0x1000000,
+
+    // Don't spawn this object
+    //  in death match mode (e.g. key cards).
+    MF_NOTDMATCH    	= 0x2000000,
+
+    // Player sprites in multiplayer modes are modified
+    //  using an internal color lookup table for re-indexing.
+    // If 0x4 0x8 or 0xc,
+    //  use a translation table for player colormaps
+    MF_TRANSLATION  	= 0xc000000,
+    // Hmm ???.
+    MF_TRANSSHIFT	= 26
+
+} mobjflag_t;
+
+
+// Map Object definition.
+typedef struct mobj_s
+{
+    // List: thinker links.
+    thinker_t		thinker;
+
+    // Info for drawing: position.
+    fixed_t		x;
+    fixed_t		y;
+    fixed_t		z;
+
+    // More list: links in sector (if needed)
+    struct mobj_s*	snext;
+    struct mobj_s*	sprev;
+
+    //More drawing info: to determine current sprite.
+    angle_t		angle;	// orientation
+    spritenum_t		sprite;	// used to find patch_t and flip value
+    int			frame;	// might be ORed with FF_FULLBRIGHT
+
+    // Interaction info, by BLOCKMAP.
+    // Links in blocks (if needed).
+    struct mobj_s*	bnext;
+    struct mobj_s*	bprev;
+    
+    struct subsector_s*	subsector;
+
+    // The closest interval over all contacted Sectors.
+    fixed_t		floorz;
+    fixed_t		ceilingz;
+
+    // For movement checking.
+    fixed_t		radius;
+    fixed_t		height;	
+
+    // Momentums, used to update position.
+    fixed_t		momx;
+    fixed_t		momy;
+    fixed_t		momz;
+
+    // If == validcount, already checked.
+    int			validcount;
+
+    mobjtype_t		type;
+    mobjinfo_t*		info;	// &mobjinfo[mobj->type]
+    
+    int			tics;	// state tic counter
+    state_t*		state;
+    int			flags;
+    int			health;
+
+    // Movement direction, movement generation (zig-zagging).
+    int			movedir;	// 0-7
+    int			movecount;	// when 0, select a new dir
+
+    // Thing being chased/attacked (or NULL),
+    // also the originator for missiles.
+    struct mobj_s*	target;
+
+    // Reaction time: if non 0, don't attack yet.
+    // Used by player to freeze a bit after teleporting.
+    int			reactiontime;   
+
+    // If >0, the target will be chased
+    // no matter what (even if shot)
+    int			threshold;
+
+    // Additional info record for player avatars only.
+    // Only valid if type == MT_PLAYER
+    struct player_s*	player;
+
+    // Player number last looked for.
+    int			lastlook;	
+
+    // For nightmare respawn.
+    mapthing_t		spawnpoint;	
+
+    // Thing being chased/attacked for tracers.
+    struct mobj_s*	tracer;	
+    
+} mobj_t;
+
+
+
+#endif
+//-----------------------------------------------------------------------------
+//
+// $Log$
+// Revision 1.1  2005/07/23 16:19:41  fraggle
+// Initial revision
+//
+//
+//-----------------------------------------------------------------------------
--- /dev/null
+++ b/src/p_plats.c
@@ -1,0 +1,317 @@
+// Emacs style mode select   -*- C++ -*- 
+//-----------------------------------------------------------------------------
+//
+// $Id: p_plats.c 4 2005-07-23 16:19:41Z fraggle $
+//
+// Copyright (C) 1993-1996 by id Software, Inc.
+//
+// This source is available for distribution and/or modification
+// only under the terms of the DOOM Source Code License as
+// published by id Software. All rights reserved.
+//
+// The source is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
+// for more details.
+//
+// $Log$
+// Revision 1.1  2005/07/23 16:20:07  fraggle
+// Initial revision
+//
+//
+// DESCRIPTION:
+//	Plats (i.e. elevator platforms) code, raising/lowering.
+//
+//-----------------------------------------------------------------------------
+
+static const char
+rcsid[] = "$Id: p_plats.c 4 2005-07-23 16:19:41Z fraggle $";
+
+
+#include "i_system.h"
+#include "z_zone.h"
+#include "m_random.h"
+
+#include "doomdef.h"
+#include "p_local.h"
+
+#include "s_sound.h"
+
+// State.
+#include "doomstat.h"
+#include "r_state.h"
+
+// Data.
+#include "sounds.h"
+
+
+plat_t*		activeplats[MAXPLATS];
+
+
+
+//
+// Move a plat up and down
+//
+void T_PlatRaise(plat_t* plat)
+{
+    result_e	res;
+	
+    switch(plat->status)
+    {
+      case up:
+	res = T_MovePlane(plat->sector,
+			  plat->speed,
+			  plat->high,
+			  plat->crush,0,1);
+					
+	if (plat->type == raiseAndChange
+	    || plat->type == raiseToNearestAndChange)
+	{
+	    if (!(leveltime&7))
+		S_StartSound((mobj_t *)&plat->sector->soundorg,
+			     sfx_stnmov);
+	}
+	
+				
+	if (res == crushed && (!plat->crush))
+	{
+	    plat->count = plat->wait;
+	    plat->status = down;
+	    S_StartSound((mobj_t *)&plat->sector->soundorg,
+			 sfx_pstart);
+	}
+	else
+	{
+	    if (res == pastdest)
+	    {
+		plat->count = plat->wait;
+		plat->status = waiting;
+		S_StartSound((mobj_t *)&plat->sector->soundorg,
+			     sfx_pstop);
+
+		switch(plat->type)
+		{
+		  case blazeDWUS:
+		  case downWaitUpStay:
+		    P_RemoveActivePlat(plat);
+		    break;
+		    
+		  case raiseAndChange:
+		  case raiseToNearestAndChange:
+		    P_RemoveActivePlat(plat);
+		    break;
+		    
+		  default:
+		    break;
+		}
+	    }
+	}
+	break;
+	
+      case	down:
+	res = T_MovePlane(plat->sector,plat->speed,plat->low,false,0,-1);
+
+	if (res == pastdest)
+	{
+	    plat->count = plat->wait;
+	    plat->status = waiting;
+	    S_StartSound((mobj_t *)&plat->sector->soundorg,sfx_pstop);
+	}
+	break;
+	
+      case	waiting:
+	if (!--plat->count)
+	{
+	    if (plat->sector->floorheight == plat->low)
+		plat->status = up;
+	    else
+		plat->status = down;
+	    S_StartSound((mobj_t *)&plat->sector->soundorg,sfx_pstart);
+	}
+      case	in_stasis:
+	break;
+    }
+}
+
+
+//
+// Do Platforms
+//  "amount" is only used for SOME platforms.
+//
+int
+EV_DoPlat
+( line_t*	line,
+  plattype_e	type,
+  int		amount )
+{
+    plat_t*	plat;
+    int		secnum;
+    int		rtn;
+    sector_t*	sec;
+	
+    secnum = -1;
+    rtn = 0;
+
+    
+    //	Activate all <type> plats that are in_stasis
+    switch(type)
+    {
+      case perpetualRaise:
+	P_ActivateInStasis(line->tag);
+	break;
+	
+      default:
+	break;
+    }
+	
+    while ((secnum = P_FindSectorFromLineTag(line,secnum)) >= 0)
+    {
+	sec = &sectors[secnum];
+
+	if (sec->specialdata)
+	    continue;
+	
+	// Find lowest & highest floors around sector
+	rtn = 1;
+	plat = Z_Malloc( sizeof(*plat), PU_LEVSPEC, 0);
+	P_AddThinker(&plat->thinker);
+		
+	plat->type = type;
+	plat->sector = sec;
+	plat->sector->specialdata = plat;
+	plat->thinker.function.acp1 = (actionf_p1) T_PlatRaise;
+	plat->crush = false;
+	plat->tag = line->tag;
+	
+	switch(type)
+	{
+	  case raiseToNearestAndChange:
+	    plat->speed = PLATSPEED/2;
+	    sec->floorpic = sides[line->sidenum[0]].sector->floorpic;
+	    plat->high = P_FindNextHighestFloor(sec,sec->floorheight);
+	    plat->wait = 0;
+	    plat->status = up;
+	    // NO MORE DAMAGE, IF APPLICABLE
+	    sec->special = 0;		
+
+	    S_StartSound((mobj_t *)&sec->soundorg,sfx_stnmov);
+	    break;
+	    
+	  case raiseAndChange:
+	    plat->speed = PLATSPEED/2;
+	    sec->floorpic = sides[line->sidenum[0]].sector->floorpic;
+	    plat->high = sec->floorheight + amount*FRACUNIT;
+	    plat->wait = 0;
+	    plat->status = up;
+
+	    S_StartSound((mobj_t *)&sec->soundorg,sfx_stnmov);
+	    break;
+	    
+	  case downWaitUpStay:
+	    plat->speed = PLATSPEED * 4;
+	    plat->low = P_FindLowestFloorSurrounding(sec);
+
+	    if (plat->low > sec->floorheight)
+		plat->low = sec->floorheight;
+
+	    plat->high = sec->floorheight;
+	    plat->wait = 35*PLATWAIT;
+	    plat->status = down;
+	    S_StartSound((mobj_t *)&sec->soundorg,sfx_pstart);
+	    break;
+	    
+	  case blazeDWUS:
+	    plat->speed = PLATSPEED * 8;
+	    plat->low = P_FindLowestFloorSurrounding(sec);
+
+	    if (plat->low > sec->floorheight)
+		plat->low = sec->floorheight;
+
+	    plat->high = sec->floorheight;
+	    plat->wait = 35*PLATWAIT;
+	    plat->status = down;
+	    S_StartSound((mobj_t *)&sec->soundorg,sfx_pstart);
+	    break;
+	    
+	  case perpetualRaise:
+	    plat->speed = PLATSPEED;
+	    plat->low = P_FindLowestFloorSurrounding(sec);
+
+	    if (plat->low > sec->floorheight)
+		plat->low = sec->floorheight;
+
+	    plat->high = P_FindHighestFloorSurrounding(sec);
+
+	    if (plat->high < sec->floorheight)
+		plat->high = sec->floorheight;
+
+	    plat->wait = 35*PLATWAIT;
+	    plat->status = P_Random()&1;
+
+	    S_StartSound((mobj_t *)&sec->soundorg,sfx_pstart);
+	    break;
+	}
+	P_AddActivePlat(plat);
+    }
+    return rtn;
+}
+
+
+
+void P_ActivateInStasis(int tag)
+{
+    int		i;
+	
+    for (i = 0;i < MAXPLATS;i++)
+	if (activeplats[i]
+	    && (activeplats[i])->tag == tag
+	    && (activeplats[i])->status == in_stasis)
+	{
+	    (activeplats[i])->status = (activeplats[i])->oldstatus;
+	    (activeplats[i])->thinker.function.acp1
+	      = (actionf_p1) T_PlatRaise;
+	}
+}
+
+void EV_StopPlat(line_t* line)
+{
+    int		j;
+	
+    for (j = 0;j < MAXPLATS;j++)
+	if (activeplats[j]
+	    && ((activeplats[j])->status != in_stasis)
+	    && ((activeplats[j])->tag == line->tag))
+	{
+	    (activeplats[j])->oldstatus = (activeplats[j])->status;
+	    (activeplats[j])->status = in_stasis;
+	    (activeplats[j])->thinker.function.acv = (actionf_v)NULL;
+	}
+}
+
+void P_AddActivePlat(plat_t* plat)
+{
+    int		i;
+    
+    for (i = 0;i < MAXPLATS;i++)
+	if (activeplats[i] == NULL)
+	{
+	    activeplats[i] = plat;
+	    return;
+	}
+    I_Error ("P_AddActivePlat: no more plats!");
+}
+
+void P_RemoveActivePlat(plat_t* plat)
+{
+    int		i;
+    for (i = 0;i < MAXPLATS;i++)
+	if (plat == activeplats[i])
+	{
+	    (activeplats[i])->sector->specialdata = NULL;
+	    P_RemoveThinker(&(activeplats[i])->thinker);
+	    activeplats[i] = NULL;
+	    
+	    return;
+	}
+    I_Error ("P_RemoveActivePlat: can't find plat!");
+}
--- /dev/null
+++ b/src/p_pspr.c
@@ -1,0 +1,882 @@
+// Emacs style mode select   -*- C++ -*- 
+//-----------------------------------------------------------------------------
+//
+// $Id: p_pspr.c 4 2005-07-23 16:19:41Z fraggle $
+//
+// Copyright (C) 1993-1996 by id Software, Inc.
+//
+// This source is available for distribution and/or modification
+// only under the terms of the DOOM Source Code License as
+// published by id Software. All rights reserved.
+//
+// The source is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
+// for more details.
+//
+// $Log$
+// Revision 1.1  2005/07/23 16:19:45  fraggle
+// Initial revision
+//
+//
+// DESCRIPTION:
+//	Weapon sprite animation, weapon objects.
+//	Action functions for weapons.
+//
+//-----------------------------------------------------------------------------
+
+static const char
+rcsid[] = "$Id: p_pspr.c 4 2005-07-23 16:19:41Z fraggle $";
+
+#include "doomdef.h"
+#include "d_event.h"
+
+
+#include "m_random.h"
+#include "p_local.h"
+#include "s_sound.h"
+
+// State.
+#include "doomstat.h"
+
+// Data.
+#include "sounds.h"
+
+#include "p_pspr.h"
+
+#define LOWERSPEED		FRACUNIT*6
+#define RAISESPEED		FRACUNIT*6
+
+#define WEAPONBOTTOM	128*FRACUNIT
+#define WEAPONTOP		32*FRACUNIT
+
+
+// plasma cells for a bfg attack
+#define BFGCELLS		40		
+
+
+//
+// P_SetPsprite
+//
+void
+P_SetPsprite
+( player_t*	player,
+  int		position,
+  statenum_t	stnum ) 
+{
+    pspdef_t*	psp;
+    state_t*	state;
+	
+    psp = &player->psprites[position];
+	
+    do
+    {
+	if (!stnum)
+	{
+	    // object removed itself
+	    psp->state = NULL;
+	    break;	
+	}
+	
+	state = &states[stnum];
+	psp->state = state;
+	psp->tics = state->tics;	// could be 0
+
+	if (state->misc1)
+	{
+	    // coordinate set
+	    psp->sx = state->misc1 << FRACBITS;
+	    psp->sy = state->misc2 << FRACBITS;
+	}
+	
+	// Call action routine.
+	// Modified handling.
+	if (state->action.acp2)
+	{
+	    state->action.acp2(player, psp);
+	    if (!psp->state)
+		break;
+	}
+	
+	stnum = psp->state->nextstate;
+	
+    } while (!psp->tics);
+    // an initial state of 0 could cycle through
+}
+
+
+
+//
+// P_CalcSwing
+//	
+fixed_t		swingx;
+fixed_t		swingy;
+
+void P_CalcSwing (player_t*	player)
+{
+    fixed_t	swing;
+    int		angle;
+	
+    // OPTIMIZE: tablify this.
+    // A LUT would allow for different modes,
+    //  and add flexibility.
+
+    swing = player->bob;
+
+    angle = (FINEANGLES/70*leveltime)&FINEMASK;
+    swingx = FixedMul ( swing, finesine[angle]);
+
+    angle = (FINEANGLES/70*leveltime+FINEANGLES/2)&FINEMASK;
+    swingy = -FixedMul ( swingx, finesine[angle]);
+}
+
+
+
+//
+// P_BringUpWeapon
+// Starts bringing the pending weapon up
+// from the bottom of the screen.
+// Uses player
+//
+void P_BringUpWeapon (player_t* player)
+{
+    statenum_t	newstate;
+	
+    if (player->pendingweapon == wp_nochange)
+	player->pendingweapon = player->readyweapon;
+		
+    if (player->pendingweapon == wp_chainsaw)
+	S_StartSound (player->mo, sfx_sawup);
+		
+    newstate = weaponinfo[player->pendingweapon].upstate;
+
+    player->pendingweapon = wp_nochange;
+    player->psprites[ps_weapon].sy = WEAPONBOTTOM;
+
+    P_SetPsprite (player, ps_weapon, newstate);
+}
+
+//
+// P_CheckAmmo
+// Returns true if there is enough ammo to shoot.
+// If not, selects the next weapon to use.
+//
+boolean P_CheckAmmo (player_t* player)
+{
+    ammotype_t		ammo;
+    int			count;
+
+    ammo = weaponinfo[player->readyweapon].ammo;
+
+    // Minimal amount for one shot varies.
+    if (player->readyweapon == wp_bfg)
+	count = BFGCELLS;
+    else if (player->readyweapon == wp_supershotgun)
+	count = 2;	// Double barrel.
+    else
+	count = 1;	// Regular.
+
+    // Some do not need ammunition anyway.
+    // Return if current ammunition sufficient.
+    if (ammo == am_noammo || player->ammo[ammo] >= count)
+	return true;
+		
+    // Out of ammo, pick a weapon to change to.
+    // Preferences are set here.
+    do
+    {
+	if (player->weaponowned[wp_plasma]
+	    && player->ammo[am_cell]
+	    && (gamemode != shareware) )
+	{
+	    player->pendingweapon = wp_plasma;
+	}
+	else if (player->weaponowned[wp_supershotgun] 
+		 && player->ammo[am_shell]>2
+		 && (gamemode == commercial) )
+	{
+	    player->pendingweapon = wp_supershotgun;
+	}
+	else if (player->weaponowned[wp_chaingun]
+		 && player->ammo[am_clip])
+	{
+	    player->pendingweapon = wp_chaingun;
+	}
+	else if (player->weaponowned[wp_shotgun]
+		 && player->ammo[am_shell])
+	{
+	    player->pendingweapon = wp_shotgun;
+	}
+	else if (player->ammo[am_clip])
+	{
+	    player->pendingweapon = wp_pistol;
+	}
+	else if (player->weaponowned[wp_chainsaw])
+	{
+	    player->pendingweapon = wp_chainsaw;
+	}
+	else if (player->weaponowned[wp_missile]
+		 && player->ammo[am_misl])
+	{
+	    player->pendingweapon = wp_missile;
+	}
+	else if (player->weaponowned[wp_bfg]
+		 && player->ammo[am_cell]>40
+		 && (gamemode != shareware) )
+	{
+	    player->pendingweapon = wp_bfg;
+	}
+	else
+	{
+	    // If everything fails.
+	    player->pendingweapon = wp_fist;
+	}
+	
+    } while (player->pendingweapon == wp_nochange);
+
+    // Now set appropriate weapon overlay.
+    P_SetPsprite (player,
+		  ps_weapon,
+		  weaponinfo[player->readyweapon].downstate);
+
+    return false;	
+}
+
+
+//
+// P_FireWeapon.
+//
+void P_FireWeapon (player_t* player)
+{
+    statenum_t	newstate;
+	
+    if (!P_CheckAmmo (player))
+	return;
+	
+    P_SetMobjState (player->mo, S_PLAY_ATK1);
+    newstate = weaponinfo[player->readyweapon].atkstate;
+    P_SetPsprite (player, ps_weapon, newstate);
+    P_NoiseAlert (player->mo, player->mo);
+}
+
+
+
+//
+// P_DropWeapon
+// Player died, so put the weapon away.
+//
+void P_DropWeapon (player_t* player)
+{
+    P_SetPsprite (player,
+		  ps_weapon,
+		  weaponinfo[player->readyweapon].downstate);
+}
+
+
+
+//
+// A_WeaponReady
+// The player can fire the weapon
+// or change to another weapon at this time.
+// Follows after getting weapon up,
+// or after previous attack/fire sequence.
+//
+void
+A_WeaponReady
+( player_t*	player,
+  pspdef_t*	psp )
+{	
+    statenum_t	newstate;
+    int		angle;
+    
+    // get out of attack state
+    if (player->mo->state == &states[S_PLAY_ATK1]
+	|| player->mo->state == &states[S_PLAY_ATK2] )
+    {
+	P_SetMobjState (player->mo, S_PLAY);
+    }
+    
+    if (player->readyweapon == wp_chainsaw
+	&& psp->state == &states[S_SAW])
+    {
+	S_StartSound (player->mo, sfx_sawidl);
+    }
+    
+    // check for change
+    //  if player is dead, put the weapon away
+    if (player->pendingweapon != wp_nochange || !player->health)
+    {
+	// change weapon
+	//  (pending weapon should allready be validated)
+	newstate = weaponinfo[player->readyweapon].downstate;
+	P_SetPsprite (player, ps_weapon, newstate);
+	return;	
+    }
+    
+    // check for fire
+    //  the missile launcher and bfg do not auto fire
+    if (player->cmd.buttons & BT_ATTACK)
+    {
+	if ( !player->attackdown
+	     || (player->readyweapon != wp_missile
+		 && player->readyweapon != wp_bfg) )
+	{
+	    player->attackdown = true;
+	    P_FireWeapon (player);		
+	    return;
+	}
+    }
+    else
+	player->attackdown = false;
+    
+    // bob the weapon based on movement speed
+    angle = (128*leveltime)&FINEMASK;
+    psp->sx = FRACUNIT + FixedMul (player->bob, finecosine[angle]);
+    angle &= FINEANGLES/2-1;
+    psp->sy = WEAPONTOP + FixedMul (player->bob, finesine[angle]);
+}
+
+
+
+//
+// A_ReFire
+// The player can re-fire the weapon
+// without lowering it entirely.
+//
+void A_ReFire
+( player_t*	player,
+  pspdef_t*	psp )
+{
+    
+    // check for fire
+    //  (if a weaponchange is pending, let it go through instead)
+    if ( (player->cmd.buttons & BT_ATTACK) 
+	 && player->pendingweapon == wp_nochange
+	 && player->health)
+    {
+	player->refire++;
+	P_FireWeapon (player);
+    }
+    else
+    {
+	player->refire = 0;
+	P_CheckAmmo (player);
+    }
+}
+
+
+void
+A_CheckReload
+( player_t*	player,
+  pspdef_t*	psp )
+{
+    P_CheckAmmo (player);
+#if 0
+    if (player->ammo[am_shell]<2)
+	P_SetPsprite (player, ps_weapon, S_DSNR1);
+#endif
+}
+
+
+
+//
+// A_Lower
+// Lowers current weapon,
+//  and changes weapon at bottom.
+//
+void
+A_Lower
+( player_t*	player,
+  pspdef_t*	psp )
+{	
+    psp->sy += LOWERSPEED;
+
+    // Is already down.
+    if (psp->sy < WEAPONBOTTOM )
+	return;
+
+    // Player is dead.
+    if (player->playerstate == PST_DEAD)
+    {
+	psp->sy = WEAPONBOTTOM;
+
+	// don't bring weapon back up
+	return;		
+    }
+    
+    // The old weapon has been lowered off the screen,
+    // so change the weapon and start raising it
+    if (!player->health)
+    {
+	// Player is dead, so keep the weapon off screen.
+	P_SetPsprite (player,  ps_weapon, S_NULL);
+	return;	
+    }
+	
+    player->readyweapon = player->pendingweapon; 
+
+    P_BringUpWeapon (player);
+}
+
+
+//
+// A_Raise
+//
+void
+A_Raise
+( player_t*	player,
+  pspdef_t*	psp )
+{
+    statenum_t	newstate;
+	
+    psp->sy -= RAISESPEED;
+
+    if (psp->sy > WEAPONTOP )
+	return;
+    
+    psp->sy = WEAPONTOP;
+    
+    // The weapon has been raised all the way,
+    //  so change to the ready state.
+    newstate = weaponinfo[player->readyweapon].readystate;
+
+    P_SetPsprite (player, ps_weapon, newstate);
+}
+
+
+
+//
+// A_GunFlash
+//
+void
+A_GunFlash
+( player_t*	player,
+  pspdef_t*	psp ) 
+{
+    P_SetMobjState (player->mo, S_PLAY_ATK2);
+    P_SetPsprite (player,ps_flash,weaponinfo[player->readyweapon].flashstate);
+}
+
+
+
+//
+// WEAPON ATTACKS
+//
+
+
+//
+// A_Punch
+//
+void
+A_Punch
+( player_t*	player,
+  pspdef_t*	psp ) 
+{
+    angle_t	angle;
+    int		damage;
+    int		slope;
+	
+    damage = (P_Random ()%10+1)<<1;
+
+    if (player->powers[pw_strength])	
+	damage *= 10;
+
+    angle = player->mo->angle;
+    angle += (P_Random()-P_Random())<<18;
+    slope = P_AimLineAttack (player->mo, angle, MELEERANGE);
+    P_LineAttack (player->mo, angle, MELEERANGE, slope, damage);
+
+    // turn to face target
+    if (linetarget)
+    {
+	S_StartSound (player->mo, sfx_punch);
+	player->mo->angle = R_PointToAngle2 (player->mo->x,
+					     player->mo->y,
+					     linetarget->x,
+					     linetarget->y);
+    }
+}
+
+
+//
+// A_Saw
+//
+void
+A_Saw
+( player_t*	player,
+  pspdef_t*	psp ) 
+{
+    angle_t	angle;
+    int		damage;
+    int		slope;
+
+    damage = 2*(P_Random ()%10+1);
+    angle = player->mo->angle;
+    angle += (P_Random()-P_Random())<<18;
+    
+    // use meleerange + 1 se the puff doesn't skip the flash
+    slope = P_AimLineAttack (player->mo, angle, MELEERANGE+1);
+    P_LineAttack (player->mo, angle, MELEERANGE+1, slope, damage);
+
+    if (!linetarget)
+    {
+	S_StartSound (player->mo, sfx_sawful);
+	return;
+    }
+    S_StartSound (player->mo, sfx_sawhit);
+	
+    // turn to face target
+    angle = R_PointToAngle2 (player->mo->x, player->mo->y,
+			     linetarget->x, linetarget->y);
+    if (angle - player->mo->angle > ANG180)
+    {
+	if (angle - player->mo->angle < -ANG90/20)
+	    player->mo->angle = angle + ANG90/21;
+	else
+	    player->mo->angle -= ANG90/20;
+    }
+    else
+    {
+	if (angle - player->mo->angle > ANG90/20)
+	    player->mo->angle = angle - ANG90/21;
+	else
+	    player->mo->angle += ANG90/20;
+    }
+    player->mo->flags |= MF_JUSTATTACKED;
+}
+
+
+
+//
+// A_FireMissile
+//
+void
+A_FireMissile
+( player_t*	player,
+  pspdef_t*	psp ) 
+{
+    player->ammo[weaponinfo[player->readyweapon].ammo]--;
+    P_SpawnPlayerMissile (player->mo, MT_ROCKET);
+}
+
+
+//
+// A_FireBFG
+//
+void
+A_FireBFG
+( player_t*	player,
+  pspdef_t*	psp ) 
+{
+    player->ammo[weaponinfo[player->readyweapon].ammo] -= BFGCELLS;
+    P_SpawnPlayerMissile (player->mo, MT_BFG);
+}
+
+
+
+//
+// A_FirePlasma
+//
+void
+A_FirePlasma
+( player_t*	player,
+  pspdef_t*	psp ) 
+{
+    player->ammo[weaponinfo[player->readyweapon].ammo]--;
+
+    P_SetPsprite (player,
+		  ps_flash,
+		  weaponinfo[player->readyweapon].flashstate+(P_Random ()&1) );
+
+    P_SpawnPlayerMissile (player->mo, MT_PLASMA);
+}
+
+
+
+//
+// P_BulletSlope
+// Sets a slope so a near miss is at aproximately
+// the height of the intended target
+//
+fixed_t		bulletslope;
+
+
+void P_BulletSlope (mobj_t*	mo)
+{
+    angle_t	an;
+    
+    // see which target is to be aimed at
+    an = mo->angle;
+    bulletslope = P_AimLineAttack (mo, an, 16*64*FRACUNIT);
+
+    if (!linetarget)
+    {
+	an += 1<<26;
+	bulletslope = P_AimLineAttack (mo, an, 16*64*FRACUNIT);
+	if (!linetarget)
+	{
+	    an -= 2<<26;
+	    bulletslope = P_AimLineAttack (mo, an, 16*64*FRACUNIT);
+	}
+    }
+}
+
+
+//
+// P_GunShot
+//
+void
+P_GunShot
+( mobj_t*	mo,
+  boolean	accurate )
+{
+    angle_t	angle;
+    int		damage;
+	
+    damage = 5*(P_Random ()%3+1);
+    angle = mo->angle;
+
+    if (!accurate)
+	angle += (P_Random()-P_Random())<<18;
+
+    P_LineAttack (mo, angle, MISSILERANGE, bulletslope, damage);
+}
+
+
+//
+// A_FirePistol
+//
+void
+A_FirePistol
+( player_t*	player,
+  pspdef_t*	psp ) 
+{
+    S_StartSound (player->mo, sfx_pistol);
+
+    P_SetMobjState (player->mo, S_PLAY_ATK2);
+    player->ammo[weaponinfo[player->readyweapon].ammo]--;
+
+    P_SetPsprite (player,
+		  ps_flash,
+		  weaponinfo[player->readyweapon].flashstate);
+
+    P_BulletSlope (player->mo);
+    P_GunShot (player->mo, !player->refire);
+}
+
+
+//
+// A_FireShotgun
+//
+void
+A_FireShotgun
+( player_t*	player,
+  pspdef_t*	psp ) 
+{
+    int		i;
+	
+    S_StartSound (player->mo, sfx_shotgn);
+    P_SetMobjState (player->mo, S_PLAY_ATK2);
+
+    player->ammo[weaponinfo[player->readyweapon].ammo]--;
+
+    P_SetPsprite (player,
+		  ps_flash,
+		  weaponinfo[player->readyweapon].flashstate);
+
+    P_BulletSlope (player->mo);
+	
+    for (i=0 ; i<7 ; i++)
+	P_GunShot (player->mo, false);
+}
+
+
+
+//
+// A_FireShotgun2
+//
+void
+A_FireShotgun2
+( player_t*	player,
+  pspdef_t*	psp ) 
+{
+    int		i;
+    angle_t	angle;
+    int		damage;
+		
+	
+    S_StartSound (player->mo, sfx_dshtgn);
+    P_SetMobjState (player->mo, S_PLAY_ATK2);
+
+    player->ammo[weaponinfo[player->readyweapon].ammo]-=2;
+
+    P_SetPsprite (player,
+		  ps_flash,
+		  weaponinfo[player->readyweapon].flashstate);
+
+    P_BulletSlope (player->mo);
+	
+    for (i=0 ; i<20 ; i++)
+    {
+	damage = 5*(P_Random ()%3+1);
+	angle = player->mo->angle;
+	angle += (P_Random()-P_Random())<<19;
+	P_LineAttack (player->mo,
+		      angle,
+		      MISSILERANGE,
+		      bulletslope + ((P_Random()-P_Random())<<5), damage);
+    }
+}
+
+
+//
+// A_FireCGun
+//
+void
+A_FireCGun
+( player_t*	player,
+  pspdef_t*	psp ) 
+{
+    S_StartSound (player->mo, sfx_pistol);
+
+    if (!player->ammo[weaponinfo[player->readyweapon].ammo])
+	return;
+		
+    P_SetMobjState (player->mo, S_PLAY_ATK2);
+    player->ammo[weaponinfo[player->readyweapon].ammo]--;
+
+    P_SetPsprite (player,
+		  ps_flash,
+		  weaponinfo[player->readyweapon].flashstate
+		  + psp->state
+		  - &states[S_CHAIN1] );
+
+    P_BulletSlope (player->mo);
+	
+    P_GunShot (player->mo, !player->refire);
+}
+
+
+
+//
+// ?
+//
+void A_Light0 (player_t *player, pspdef_t *psp)
+{
+    player->extralight = 0;
+}
+
+void A_Light1 (player_t *player, pspdef_t *psp)
+{
+    player->extralight = 1;
+}
+
+void A_Light2 (player_t *player, pspdef_t *psp)
+{
+    player->extralight = 2;
+}
+
+
+//
+// A_BFGSpray
+// Spawn a BFG explosion on every monster in view
+//
+void A_BFGSpray (mobj_t* mo) 
+{
+    int			i;
+    int			j;
+    int			damage;
+    angle_t		an;
+	
+    // offset angles from its attack angle
+    for (i=0 ; i<40 ; i++)
+    {
+	an = mo->angle - ANG90/2 + ANG90/40*i;
+
+	// mo->target is the originator (player)
+	//  of the missile
+	P_AimLineAttack (mo->target, an, 16*64*FRACUNIT);
+
+	if (!linetarget)
+	    continue;
+
+	P_SpawnMobj (linetarget->x,
+		     linetarget->y,
+		     linetarget->z + (linetarget->height>>2),
+		     MT_EXTRABFG);
+	
+	damage = 0;
+	for (j=0;j<15;j++)
+	    damage += (P_Random()&7) + 1;
+
+	P_DamageMobj (linetarget, mo->target,mo->target, damage);
+    }
+}
+
+
+//
+// A_BFGsound
+//
+void
+A_BFGsound
+( player_t*	player,
+  pspdef_t*	psp )
+{
+    S_StartSound (player->mo, sfx_bfg);
+}
+
+
+
+//
+// P_SetupPsprites
+// Called at start of level for each player.
+//
+void P_SetupPsprites (player_t* player) 
+{
+    int	i;
+	
+    // remove all psprites
+    for (i=0 ; i<NUMPSPRITES ; i++)
+	player->psprites[i].state = NULL;
+		
+    // spawn the gun
+    player->pendingweapon = player->readyweapon;
+    P_BringUpWeapon (player);
+}
+
+
+
+
+//
+// P_MovePsprites
+// Called every tic by player thinking routine.
+//
+void P_MovePsprites (player_t* player) 
+{
+    int		i;
+    pspdef_t*	psp;
+    state_t*	state;
+	
+    psp = &player->psprites[0];
+    for (i=0 ; i<NUMPSPRITES ; i++, psp++)
+    {
+	// a null state means not active
+	if ( (state = psp->state) )	
+	{
+	    // drop tic count and possibly change state
+
+	    // a -1 tic count never changes
+	    if (psp->tics != -1)	
+	    {
+		psp->tics--;
+		if (!psp->tics)
+		    P_SetPsprite (player, i, psp->state->nextstate);
+	    }				
+	}
+    }
+    
+    player->psprites[ps_flash].sx = player->psprites[ps_weapon].sx;
+    player->psprites[ps_flash].sy = player->psprites[ps_weapon].sy;
+}
+
+
--- /dev/null
+++ b/src/p_pspr.h
@@ -1,0 +1,85 @@
+// Emacs style mode select   -*- C++ -*- 
+//-----------------------------------------------------------------------------
+//
+// $Id: p_pspr.h 4 2005-07-23 16:19:41Z fraggle $
+//
+// Copyright (C) 1993-1996 by id Software, Inc.
+//
+// This source is available for distribution and/or modification
+// only under the terms of the DOOM Source Code License as
+// published by id Software. All rights reserved.
+//
+// The source is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
+// for more details.
+//
+// DESCRIPTION:
+//  Sprite animation.
+//
+//-----------------------------------------------------------------------------
+
+
+#ifndef __P_PSPR__
+#define __P_PSPR__
+
+// Basic data types.
+// Needs fixed point, and BAM angles.
+#include "m_fixed.h"
+#include "tables.h"
+
+
+//
+// Needs to include the precompiled
+//  sprite animation tables.
+// Header generated by multigen utility.
+// This includes all the data for thing animation,
+// i.e. the Thing Atrributes table
+// and the Frame Sequence table.
+#include "info.h"
+
+#ifdef __GNUG__
+#pragma interface
+#endif
+
+
+//
+// Frame flags:
+// handles maximum brightness (torches, muzzle flare, light sources)
+//
+#define FF_FULLBRIGHT	0x8000	// flag in thing->frame
+#define FF_FRAMEMASK	0x7fff
+
+
+
+//
+// Overlay psprites are scaled shapes
+// drawn directly on the view screen,
+// coordinates are given for a 320*200 view screen.
+//
+typedef enum
+{
+    ps_weapon,
+    ps_flash,
+    NUMPSPRITES
+
+} psprnum_t;
+
+typedef struct
+{
+    state_t*	state;	// a NULL state means not active
+    int		tics;
+    fixed_t	sx;
+    fixed_t	sy;
+
+} pspdef_t;
+
+#endif
+//-----------------------------------------------------------------------------
+//
+// $Log$
+// Revision 1.1  2005/07/23 16:19:45  fraggle
+// Initial revision
+//
+//
+//-----------------------------------------------------------------------------
--- /dev/null
+++ b/src/p_saveg.c
@@ -1,0 +1,589 @@
+// Emacs style mode select   -*- C++ -*- 
+//-----------------------------------------------------------------------------
+//
+// $Id: p_saveg.c 4 2005-07-23 16:19:41Z fraggle $
+//
+// Copyright (C) 1993-1996 by id Software, Inc.
+//
+// This source is available for distribution and/or modification
+// only under the terms of the DOOM Source Code License as
+// published by id Software. All rights reserved.
+//
+// The source is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
+// for more details.
+//
+// $Log$
+// Revision 1.1  2005/07/23 16:20:39  fraggle
+// Initial revision
+//
+//
+// DESCRIPTION:
+//	Archiving: SaveGame I/O.
+//
+//-----------------------------------------------------------------------------
+
+static const char
+rcsid[] = "$Id: p_saveg.c 4 2005-07-23 16:19:41Z fraggle $";
+
+#include "i_system.h"
+#include "z_zone.h"
+#include "p_local.h"
+
+// State.
+#include "doomstat.h"
+#include "r_state.h"
+
+byte*		save_p;
+
+
+// Pads save_p to a 4-byte boundary
+//  so that the load/save works on SGI&Gecko.
+#define PADSAVEP()	save_p += (4 - ((int) save_p & 3)) & 3
+
+
+
+//
+// P_ArchivePlayers
+//
+void P_ArchivePlayers (void)
+{
+    int		i;
+    int		j;
+    player_t*	dest;
+		
+    for (i=0 ; i<MAXPLAYERS ; i++)
+    {
+	if (!playeringame[i])
+	    continue;
+	
+	PADSAVEP();
+
+	dest = (player_t *)save_p;
+	memcpy (dest,&players[i],sizeof(player_t));
+	save_p += sizeof(player_t);
+	for (j=0 ; j<NUMPSPRITES ; j++)
+	{
+	    if (dest->psprites[j].state)
+	    {
+		dest->psprites[j].state 
+		    = (state_t *)(dest->psprites[j].state-states);
+	    }
+	}
+    }
+}
+
+
+
+//
+// P_UnArchivePlayers
+//
+void P_UnArchivePlayers (void)
+{
+    int		i;
+    int		j;
+	
+    for (i=0 ; i<MAXPLAYERS ; i++)
+    {
+	if (!playeringame[i])
+	    continue;
+	
+	PADSAVEP();
+
+	memcpy (&players[i],save_p, sizeof(player_t));
+	save_p += sizeof(player_t);
+	
+	// will be set when unarc thinker
+	players[i].mo = NULL;	
+	players[i].message = NULL;
+	players[i].attacker = NULL;
+
+	for (j=0 ; j<NUMPSPRITES ; j++)
+	{
+	    if (players[i]. psprites[j].state)
+	    {
+		players[i]. psprites[j].state 
+		    = &states[ (int)players[i].psprites[j].state ];
+	    }
+	}
+    }
+}
+
+
+//
+// P_ArchiveWorld
+//
+void P_ArchiveWorld (void)
+{
+    int			i;
+    int			j;
+    sector_t*		sec;
+    line_t*		li;
+    side_t*		si;
+    short*		put;
+	
+    put = (short *)save_p;
+    
+    // do sectors
+    for (i=0, sec = sectors ; i<numsectors ; i++,sec++)
+    {
+	*put++ = sec->floorheight >> FRACBITS;
+	*put++ = sec->ceilingheight >> FRACBITS;
+	*put++ = sec->floorpic;
+	*put++ = sec->ceilingpic;
+	*put++ = sec->lightlevel;
+	*put++ = sec->special;		// needed?
+	*put++ = sec->tag;		// needed?
+    }
+
+    
+    // do lines
+    for (i=0, li = lines ; i<numlines ; i++,li++)
+    {
+	*put++ = li->flags;
+	*put++ = li->special;
+	*put++ = li->tag;
+	for (j=0 ; j<2 ; j++)
+	{
+	    if (li->sidenum[j] == -1)
+		continue;
+	    
+	    si = &sides[li->sidenum[j]];
+
+	    *put++ = si->textureoffset >> FRACBITS;
+	    *put++ = si->rowoffset >> FRACBITS;
+	    *put++ = si->toptexture;
+	    *put++ = si->bottomtexture;
+	    *put++ = si->midtexture;	
+	}
+    }
+	
+    save_p = (byte *)put;
+}
+
+
+
+//
+// P_UnArchiveWorld
+//
+void P_UnArchiveWorld (void)
+{
+    int			i;
+    int			j;
+    sector_t*		sec;
+    line_t*		li;
+    side_t*		si;
+    short*		get;
+	
+    get = (short *)save_p;
+    
+    // do sectors
+    for (i=0, sec = sectors ; i<numsectors ; i++,sec++)
+    {
+	sec->floorheight = *get++ << FRACBITS;
+	sec->ceilingheight = *get++ << FRACBITS;
+	sec->floorpic = *get++;
+	sec->ceilingpic = *get++;
+	sec->lightlevel = *get++;
+	sec->special = *get++;		// needed?
+	sec->tag = *get++;		// needed?
+	sec->specialdata = 0;
+	sec->soundtarget = 0;
+    }
+    
+    // do lines
+    for (i=0, li = lines ; i<numlines ; i++,li++)
+    {
+	li->flags = *get++;
+	li->special = *get++;
+	li->tag = *get++;
+	for (j=0 ; j<2 ; j++)
+	{
+	    if (li->sidenum[j] == -1)
+		continue;
+	    si = &sides[li->sidenum[j]];
+	    si->textureoffset = *get++ << FRACBITS;
+	    si->rowoffset = *get++ << FRACBITS;
+	    si->toptexture = *get++;
+	    si->bottomtexture = *get++;
+	    si->midtexture = *get++;
+	}
+    }
+    save_p = (byte *)get;	
+}
+
+
+
+
+
+//
+// Thinkers
+//
+typedef enum
+{
+    tc_end,
+    tc_mobj
+
+} thinkerclass_t;
+
+
+
+//
+// P_ArchiveThinkers
+//
+void P_ArchiveThinkers (void)
+{
+    thinker_t*		th;
+    mobj_t*		mobj;
+	
+    // save off the current thinkers
+    for (th = thinkercap.next ; th != &thinkercap ; th=th->next)
+    {
+	if (th->function.acp1 == (actionf_p1)P_MobjThinker)
+	{
+	    *save_p++ = tc_mobj;
+	    PADSAVEP();
+	    mobj = (mobj_t *)save_p;
+	    memcpy (mobj, th, sizeof(*mobj));
+	    save_p += sizeof(*mobj);
+	    mobj->state = (state_t *)(mobj->state - states);
+	    
+	    if (mobj->player)
+		mobj->player = (player_t *)((mobj->player-players) + 1);
+	    continue;
+	}
+		
+	// I_Error ("P_ArchiveThinkers: Unknown thinker function");
+    }
+
+    // add a terminating marker
+    *save_p++ = tc_end;	
+}
+
+
+
+//
+// P_UnArchiveThinkers
+//
+void P_UnArchiveThinkers (void)
+{
+    byte		tclass;
+    thinker_t*		currentthinker;
+    thinker_t*		next;
+    mobj_t*		mobj;
+    
+    // remove all the current thinkers
+    currentthinker = thinkercap.next;
+    while (currentthinker != &thinkercap)
+    {
+	next = currentthinker->next;
+	
+	if (currentthinker->function.acp1 == (actionf_p1)P_MobjThinker)
+	    P_RemoveMobj ((mobj_t *)currentthinker);
+	else
+	    Z_Free (currentthinker);
+
+	currentthinker = next;
+    }
+    P_InitThinkers ();
+	
+    // read in saved thinkers
+    while (1)
+    {
+	tclass = *save_p++;
+	switch (tclass)
+	{
+	  case tc_end:
+	    return; 	// end of list
+			
+	  case tc_mobj:
+	    PADSAVEP();
+	    mobj = Z_Malloc (sizeof(*mobj), PU_LEVEL, NULL);
+	    memcpy (mobj, save_p, sizeof(*mobj));
+	    save_p += sizeof(*mobj);
+	    mobj->state = &states[(int)mobj->state];
+	    mobj->target = NULL;
+	    if (mobj->player)
+	    {
+		mobj->player = &players[(int)mobj->player-1];
+		mobj->player->mo = mobj;
+	    }
+	    P_SetThingPosition (mobj);
+	    mobj->info = &mobjinfo[mobj->type];
+	    mobj->floorz = mobj->subsector->sector->floorheight;
+	    mobj->ceilingz = mobj->subsector->sector->ceilingheight;
+	    mobj->thinker.function.acp1 = (actionf_p1)P_MobjThinker;
+	    P_AddThinker (&mobj->thinker);
+	    break;
+			
+	  default:
+	    I_Error ("Unknown tclass %i in savegame",tclass);
+	}
+	
+    }
+
+}
+
+
+//
+// P_ArchiveSpecials
+//
+enum
+{
+    tc_ceiling,
+    tc_door,
+    tc_floor,
+    tc_plat,
+    tc_flash,
+    tc_strobe,
+    tc_glow,
+    tc_endspecials
+
+} specials_e;	
+
+
+
+//
+// Things to handle:
+//
+// T_MoveCeiling, (ceiling_t: sector_t * swizzle), - active list
+// T_VerticalDoor, (vldoor_t: sector_t * swizzle),
+// T_MoveFloor, (floormove_t: sector_t * swizzle),
+// T_LightFlash, (lightflash_t: sector_t * swizzle),
+// T_StrobeFlash, (strobe_t: sector_t *),
+// T_Glow, (glow_t: sector_t *),
+// T_PlatRaise, (plat_t: sector_t *), - active list
+//
+void P_ArchiveSpecials (void)
+{
+    thinker_t*		th;
+    ceiling_t*		ceiling;
+    vldoor_t*		door;
+    floormove_t*	floor;
+    plat_t*		plat;
+    lightflash_t*	flash;
+    strobe_t*		strobe;
+    glow_t*		glow;
+    int			i;
+	
+    // save off the current thinkers
+    for (th = thinkercap.next ; th != &thinkercap ; th=th->next)
+    {
+	if (th->function.acv == (actionf_v)NULL)
+	{
+	    for (i = 0; i < MAXCEILINGS;i++)
+		if (activeceilings[i] == (ceiling_t *)th)
+		    break;
+	    
+	    if (i<MAXCEILINGS)
+	    {
+		*save_p++ = tc_ceiling;
+		PADSAVEP();
+		ceiling = (ceiling_t *)save_p;
+		memcpy (ceiling, th, sizeof(*ceiling));
+		save_p += sizeof(*ceiling);
+		ceiling->sector = (sector_t *)(ceiling->sector - sectors);
+	    }
+	    continue;
+	}
+			
+	if (th->function.acp1 == (actionf_p1)T_MoveCeiling)
+	{
+	    *save_p++ = tc_ceiling;
+	    PADSAVEP();
+	    ceiling = (ceiling_t *)save_p;
+	    memcpy (ceiling, th, sizeof(*ceiling));
+	    save_p += sizeof(*ceiling);
+	    ceiling->sector = (sector_t *)(ceiling->sector - sectors);
+	    continue;
+	}
+			
+	if (th->function.acp1 == (actionf_p1)T_VerticalDoor)
+	{
+	    *save_p++ = tc_door;
+	    PADSAVEP();
+	    door = (vldoor_t *)save_p;
+	    memcpy (door, th, sizeof(*door));
+	    save_p += sizeof(*door);
+	    door->sector = (sector_t *)(door->sector - sectors);
+	    continue;
+	}
+			
+	if (th->function.acp1 == (actionf_p1)T_MoveFloor)
+	{
+	    *save_p++ = tc_floor;
+	    PADSAVEP();
+	    floor = (floormove_t *)save_p;
+	    memcpy (floor, th, sizeof(*floor));
+	    save_p += sizeof(*floor);
+	    floor->sector = (sector_t *)(floor->sector - sectors);
+	    continue;
+	}
+			
+	if (th->function.acp1 == (actionf_p1)T_PlatRaise)
+	{
+	    *save_p++ = tc_plat;
+	    PADSAVEP();
+	    plat = (plat_t *)save_p;
+	    memcpy (plat, th, sizeof(*plat));
+	    save_p += sizeof(*plat);
+	    plat->sector = (sector_t *)(plat->sector - sectors);
+	    continue;
+	}
+			
+	if (th->function.acp1 == (actionf_p1)T_LightFlash)
+	{
+	    *save_p++ = tc_flash;
+	    PADSAVEP();
+	    flash = (lightflash_t *)save_p;
+	    memcpy (flash, th, sizeof(*flash));
+	    save_p += sizeof(*flash);
+	    flash->sector = (sector_t *)(flash->sector - sectors);
+	    continue;
+	}
+			
+	if (th->function.acp1 == (actionf_p1)T_StrobeFlash)
+	{
+	    *save_p++ = tc_strobe;
+	    PADSAVEP();
+	    strobe = (strobe_t *)save_p;
+	    memcpy (strobe, th, sizeof(*strobe));
+	    save_p += sizeof(*strobe);
+	    strobe->sector = (sector_t *)(strobe->sector - sectors);
+	    continue;
+	}
+			
+	if (th->function.acp1 == (actionf_p1)T_Glow)
+	{
+	    *save_p++ = tc_glow;
+	    PADSAVEP();
+	    glow = (glow_t *)save_p;
+	    memcpy (glow, th, sizeof(*glow));
+	    save_p += sizeof(*glow);
+	    glow->sector = (sector_t *)(glow->sector - sectors);
+	    continue;
+	}
+    }
+	
+    // add a terminating marker
+    *save_p++ = tc_endspecials;	
+
+}
+
+
+//
+// P_UnArchiveSpecials
+//
+void P_UnArchiveSpecials (void)
+{
+    byte		tclass;
+    ceiling_t*		ceiling;
+    vldoor_t*		door;
+    floormove_t*	floor;
+    plat_t*		plat;
+    lightflash_t*	flash;
+    strobe_t*		strobe;
+    glow_t*		glow;
+	
+	
+    // read in saved thinkers
+    while (1)
+    {
+	tclass = *save_p++;
+	switch (tclass)
+	{
+	  case tc_endspecials:
+	    return;	// end of list
+			
+	  case tc_ceiling:
+	    PADSAVEP();
+	    ceiling = Z_Malloc (sizeof(*ceiling), PU_LEVEL, NULL);
+	    memcpy (ceiling, save_p, sizeof(*ceiling));
+	    save_p += sizeof(*ceiling);
+	    ceiling->sector = &sectors[(int)ceiling->sector];
+	    ceiling->sector->specialdata = ceiling;
+
+	    if (ceiling->thinker.function.acp1)
+		ceiling->thinker.function.acp1 = (actionf_p1)T_MoveCeiling;
+
+	    P_AddThinker (&ceiling->thinker);
+	    P_AddActiveCeiling(ceiling);
+	    break;
+				
+	  case tc_door:
+	    PADSAVEP();
+	    door = Z_Malloc (sizeof(*door), PU_LEVEL, NULL);
+	    memcpy (door, save_p, sizeof(*door));
+	    save_p += sizeof(*door);
+	    door->sector = &sectors[(int)door->sector];
+	    door->sector->specialdata = door;
+	    door->thinker.function.acp1 = (actionf_p1)T_VerticalDoor;
+	    P_AddThinker (&door->thinker);
+	    break;
+				
+	  case tc_floor:
+	    PADSAVEP();
+	    floor = Z_Malloc (sizeof(*floor), PU_LEVEL, NULL);
+	    memcpy (floor, save_p, sizeof(*floor));
+	    save_p += sizeof(*floor);
+	    floor->sector = &sectors[(int)floor->sector];
+	    floor->sector->specialdata = floor;
+	    floor->thinker.function.acp1 = (actionf_p1)T_MoveFloor;
+	    P_AddThinker (&floor->thinker);
+	    break;
+				
+	  case tc_plat:
+	    PADSAVEP();
+	    plat = Z_Malloc (sizeof(*plat), PU_LEVEL, NULL);
+	    memcpy (plat, save_p, sizeof(*plat));
+	    save_p += sizeof(*plat);
+	    plat->sector = &sectors[(int)plat->sector];
+	    plat->sector->specialdata = plat;
+
+	    if (plat->thinker.function.acp1)
+		plat->thinker.function.acp1 = (actionf_p1)T_PlatRaise;
+
+	    P_AddThinker (&plat->thinker);
+	    P_AddActivePlat(plat);
+	    break;
+				
+	  case tc_flash:
+	    PADSAVEP();
+	    flash = Z_Malloc (sizeof(*flash), PU_LEVEL, NULL);
+	    memcpy (flash, save_p, sizeof(*flash));
+	    save_p += sizeof(*flash);
+	    flash->sector = &sectors[(int)flash->sector];
+	    flash->thinker.function.acp1 = (actionf_p1)T_LightFlash;
+	    P_AddThinker (&flash->thinker);
+	    break;
+				
+	  case tc_strobe:
+	    PADSAVEP();
+	    strobe = Z_Malloc (sizeof(*strobe), PU_LEVEL, NULL);
+	    memcpy (strobe, save_p, sizeof(*strobe));
+	    save_p += sizeof(*strobe);
+	    strobe->sector = &sectors[(int)strobe->sector];
+	    strobe->thinker.function.acp1 = (actionf_p1)T_StrobeFlash;
+	    P_AddThinker (&strobe->thinker);
+	    break;
+				
+	  case tc_glow:
+	    PADSAVEP();
+	    glow = Z_Malloc (sizeof(*glow), PU_LEVEL, NULL);
+	    memcpy (glow, save_p, sizeof(*glow));
+	    save_p += sizeof(*glow);
+	    glow->sector = &sectors[(int)glow->sector];
+	    glow->thinker.function.acp1 = (actionf_p1)T_Glow;
+	    P_AddThinker (&glow->thinker);
+	    break;
+				
+	  default:
+	    I_Error ("P_UnarchiveSpecials:Unknown tclass %i "
+		     "in savegame",tclass);
+	}
+	
+    }
+
+}
+
--- /dev/null
+++ b/src/p_saveg.h
@@ -1,0 +1,54 @@
+// Emacs style mode select   -*- C++ -*- 
+//-----------------------------------------------------------------------------
+//
+// $Id: p_saveg.h 4 2005-07-23 16:19:41Z fraggle $
+//
+// Copyright (C) 1993-1996 by id Software, Inc.
+//
+// This source is available for distribution and/or modification
+// only under the terms of the DOOM Source Code License as
+// published by id Software. All rights reserved.
+//
+// The source is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
+// for more details.
+//
+// DESCRIPTION:
+//	Savegame I/O, archiving, persistence.
+//
+//-----------------------------------------------------------------------------
+
+
+#ifndef __P_SAVEG__
+#define __P_SAVEG__
+
+
+#ifdef __GNUG__
+#pragma interface
+#endif
+
+
+// Persistent storage/archiving.
+// These are the load / save game routines.
+void P_ArchivePlayers (void);
+void P_UnArchivePlayers (void);
+void P_ArchiveWorld (void);
+void P_UnArchiveWorld (void);
+void P_ArchiveThinkers (void);
+void P_UnArchiveThinkers (void);
+void P_ArchiveSpecials (void);
+void P_UnArchiveSpecials (void);
+
+extern byte*		save_p; 
+
+
+#endif
+//-----------------------------------------------------------------------------
+//
+// $Log$
+// Revision 1.1  2005/07/23 16:20:39  fraggle
+// Initial revision
+//
+//
+//-----------------------------------------------------------------------------
--- /dev/null
+++ b/src/p_setup.c
@@ -1,0 +1,711 @@
+// Emacs style mode select   -*- C++ -*- 
+//-----------------------------------------------------------------------------
+//
+// $Id: p_setup.c 4 2005-07-23 16:19:41Z fraggle $
+//
+// Copyright (C) 1993-1996 by id Software, Inc.
+//
+// This source is available for distribution and/or modification
+// only under the terms of the DOOM Source Code License as
+// published by id Software. All rights reserved.
+//
+// The source is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
+// for more details.
+//
+// $Log$
+// Revision 1.1  2005/07/23 16:20:40  fraggle
+// Initial revision
+//
+//
+// DESCRIPTION:
+//	Do all the WAD I/O, get map description,
+//	set up initial state and misc. LUTs.
+//
+//-----------------------------------------------------------------------------
+
+static const char
+rcsid[] = "$Id: p_setup.c 4 2005-07-23 16:19:41Z fraggle $";
+
+
+#include <math.h>
+
+#include "z_zone.h"
+
+#include "m_swap.h"
+#include "m_bbox.h"
+
+#include "g_game.h"
+
+#include "i_system.h"
+#include "w_wad.h"
+
+#include "doomdef.h"
+#include "p_local.h"
+
+#include "s_sound.h"
+
+#include "doomstat.h"
+
+
+void	P_SpawnMapThing (mapthing_t*	mthing);
+
+
+//
+// MAP related Lookup tables.
+// Store VERTEXES, LINEDEFS, SIDEDEFS, etc.
+//
+int		numvertexes;
+vertex_t*	vertexes;
+
+int		numsegs;
+seg_t*		segs;
+
+int		numsectors;
+sector_t*	sectors;
+
+int		numsubsectors;
+subsector_t*	subsectors;
+
+int		numnodes;
+node_t*		nodes;
+
+int		numlines;
+line_t*		lines;
+
+int		numsides;
+side_t*		sides;
+
+
+// BLOCKMAP
+// Created from axis aligned bounding box
+// of the map, a rectangular array of
+// blocks of size ...
+// Used to speed up collision detection
+// by spatial subdivision in 2D.
+//
+// Blockmap size.
+int		bmapwidth;
+int		bmapheight;	// size in mapblocks
+short*		blockmap;	// int for larger maps
+// offsets in blockmap are from here
+short*		blockmaplump;		
+// origin of block map
+fixed_t		bmaporgx;
+fixed_t		bmaporgy;
+// for thing chains
+mobj_t**	blocklinks;		
+
+
+// REJECT
+// For fast sight rejection.
+// Speeds up enemy AI by skipping detailed
+//  LineOf Sight calculation.
+// Without special effect, this could be
+//  used as a PVS lookup as well.
+//
+byte*		rejectmatrix;
+
+
+// Maintain single and multi player starting spots.
+#define MAX_DEATHMATCH_STARTS	10
+
+mapthing_t	deathmatchstarts[MAX_DEATHMATCH_STARTS];
+mapthing_t*	deathmatch_p;
+mapthing_t	playerstarts[MAXPLAYERS];
+
+
+
+
+
+//
+// P_LoadVertexes
+//
+void P_LoadVertexes (int lump)
+{
+    byte*		data;
+    int			i;
+    mapvertex_t*	ml;
+    vertex_t*		li;
+
+    // Determine number of lumps:
+    //  total lump length / vertex record length.
+    numvertexes = W_LumpLength (lump) / sizeof(mapvertex_t);
+
+    // Allocate zone memory for buffer.
+    vertexes = Z_Malloc (numvertexes*sizeof(vertex_t),PU_LEVEL,0);	
+
+    // Load data into cache.
+    data = W_CacheLumpNum (lump,PU_STATIC);
+	
+    ml = (mapvertex_t *)data;
+    li = vertexes;
+
+    // Copy and convert vertex coordinates,
+    // internal representation as fixed.
+    for (i=0 ; i<numvertexes ; i++, li++, ml++)
+    {
+	li->x = SHORT(ml->x)<<FRACBITS;
+	li->y = SHORT(ml->y)<<FRACBITS;
+    }
+
+    // Free buffer memory.
+    Z_Free (data);
+}
+
+
+
+//
+// P_LoadSegs
+//
+void P_LoadSegs (int lump)
+{
+    byte*		data;
+    int			i;
+    mapseg_t*		ml;
+    seg_t*		li;
+    line_t*		ldef;
+    int			linedef;
+    int			side;
+	
+    numsegs = W_LumpLength (lump) / sizeof(mapseg_t);
+    segs = Z_Malloc (numsegs*sizeof(seg_t),PU_LEVEL,0);	
+    memset (segs, 0, numsegs*sizeof(seg_t));
+    data = W_CacheLumpNum (lump,PU_STATIC);
+	
+    ml = (mapseg_t *)data;
+    li = segs;
+    for (i=0 ; i<numsegs ; i++, li++, ml++)
+    {
+	li->v1 = &vertexes[SHORT(ml->v1)];
+	li->v2 = &vertexes[SHORT(ml->v2)];
+					
+	li->angle = (SHORT(ml->angle))<<16;
+	li->offset = (SHORT(ml->offset))<<16;
+	linedef = SHORT(ml->linedef);
+	ldef = &lines[linedef];
+	li->linedef = ldef;
+	side = SHORT(ml->side);
+	li->sidedef = &sides[ldef->sidenum[side]];
+	li->frontsector = sides[ldef->sidenum[side]].sector;
+	if (ldef-> flags & ML_TWOSIDED)
+	    li->backsector = sides[ldef->sidenum[side^1]].sector;
+	else
+	    li->backsector = 0;
+    }
+	
+    Z_Free (data);
+}
+
+
+//
+// P_LoadSubsectors
+//
+void P_LoadSubsectors (int lump)
+{
+    byte*		data;
+    int			i;
+    mapsubsector_t*	ms;
+    subsector_t*	ss;
+	
+    numsubsectors = W_LumpLength (lump) / sizeof(mapsubsector_t);
+    subsectors = Z_Malloc (numsubsectors*sizeof(subsector_t),PU_LEVEL,0);	
+    data = W_CacheLumpNum (lump,PU_STATIC);
+	
+    ms = (mapsubsector_t *)data;
+    memset (subsectors,0, numsubsectors*sizeof(subsector_t));
+    ss = subsectors;
+    
+    for (i=0 ; i<numsubsectors ; i++, ss++, ms++)
+    {
+	ss->numlines = SHORT(ms->numsegs);
+	ss->firstline = SHORT(ms->firstseg);
+    }
+	
+    Z_Free (data);
+}
+
+
+
+//
+// P_LoadSectors
+//
+void P_LoadSectors (int lump)
+{
+    byte*		data;
+    int			i;
+    mapsector_t*	ms;
+    sector_t*		ss;
+	
+    numsectors = W_LumpLength (lump) / sizeof(mapsector_t);
+    sectors = Z_Malloc (numsectors*sizeof(sector_t),PU_LEVEL,0);	
+    memset (sectors, 0, numsectors*sizeof(sector_t));
+    data = W_CacheLumpNum (lump,PU_STATIC);
+	
+    ms = (mapsector_t *)data;
+    ss = sectors;
+    for (i=0 ; i<numsectors ; i++, ss++, ms++)
+    {
+	ss->floorheight = SHORT(ms->floorheight)<<FRACBITS;
+	ss->ceilingheight = SHORT(ms->ceilingheight)<<FRACBITS;
+	ss->floorpic = R_FlatNumForName(ms->floorpic);
+	ss->ceilingpic = R_FlatNumForName(ms->ceilingpic);
+	ss->lightlevel = SHORT(ms->lightlevel);
+	ss->special = SHORT(ms->special);
+	ss->tag = SHORT(ms->tag);
+	ss->thinglist = NULL;
+    }
+	
+    Z_Free (data);
+}
+
+
+//
+// P_LoadNodes
+//
+void P_LoadNodes (int lump)
+{
+    byte*	data;
+    int		i;
+    int		j;
+    int		k;
+    mapnode_t*	mn;
+    node_t*	no;
+	
+    numnodes = W_LumpLength (lump) / sizeof(mapnode_t);
+    nodes = Z_Malloc (numnodes*sizeof(node_t),PU_LEVEL,0);	
+    data = W_CacheLumpNum (lump,PU_STATIC);
+	
+    mn = (mapnode_t *)data;
+    no = nodes;
+    
+    for (i=0 ; i<numnodes ; i++, no++, mn++)
+    {
+	no->x = SHORT(mn->x)<<FRACBITS;
+	no->y = SHORT(mn->y)<<FRACBITS;
+	no->dx = SHORT(mn->dx)<<FRACBITS;
+	no->dy = SHORT(mn->dy)<<FRACBITS;
+	for (j=0 ; j<2 ; j++)
+	{
+	    no->children[j] = SHORT(mn->children[j]);
+	    for (k=0 ; k<4 ; k++)
+		no->bbox[j][k] = SHORT(mn->bbox[j][k])<<FRACBITS;
+	}
+    }
+	
+    Z_Free (data);
+}
+
+
+//
+// P_LoadThings
+//
+void P_LoadThings (int lump)
+{
+    byte*		data;
+    int			i;
+    mapthing_t*		mt;
+    int			numthings;
+    boolean		spawn;
+	
+    data = W_CacheLumpNum (lump,PU_STATIC);
+    numthings = W_LumpLength (lump) / sizeof(mapthing_t);
+	
+    mt = (mapthing_t *)data;
+    for (i=0 ; i<numthings ; i++, mt++)
+    {
+	spawn = true;
+
+	// Do not spawn cool, new monsters if !commercial
+	if ( gamemode != commercial)
+	{
+	    switch(mt->type)
+	    {
+	      case 68:	// Arachnotron
+	      case 64:	// Archvile
+	      case 88:	// Boss Brain
+	      case 89:	// Boss Shooter
+	      case 69:	// Hell Knight
+	      case 67:	// Mancubus
+	      case 71:	// Pain Elemental
+	      case 65:	// Former Human Commando
+	      case 66:	// Revenant
+	      case 84:	// Wolf SS
+		spawn = false;
+		break;
+	    }
+	}
+	if (spawn == false)
+	    break;
+
+	// Do spawn all other stuff. 
+	mt->x = SHORT(mt->x);
+	mt->y = SHORT(mt->y);
+	mt->angle = SHORT(mt->angle);
+	mt->type = SHORT(mt->type);
+	mt->options = SHORT(mt->options);
+	
+	P_SpawnMapThing (mt);
+    }
+	
+    Z_Free (data);
+}
+
+
+//
+// P_LoadLineDefs
+// Also counts secret lines for intermissions.
+//
+void P_LoadLineDefs (int lump)
+{
+    byte*		data;
+    int			i;
+    maplinedef_t*	mld;
+    line_t*		ld;
+    vertex_t*		v1;
+    vertex_t*		v2;
+	
+    numlines = W_LumpLength (lump) / sizeof(maplinedef_t);
+    lines = Z_Malloc (numlines*sizeof(line_t),PU_LEVEL,0);	
+    memset (lines, 0, numlines*sizeof(line_t));
+    data = W_CacheLumpNum (lump,PU_STATIC);
+	
+    mld = (maplinedef_t *)data;
+    ld = lines;
+    for (i=0 ; i<numlines ; i++, mld++, ld++)
+    {
+	ld->flags = SHORT(mld->flags);
+	ld->special = SHORT(mld->special);
+	ld->tag = SHORT(mld->tag);
+	v1 = ld->v1 = &vertexes[SHORT(mld->v1)];
+	v2 = ld->v2 = &vertexes[SHORT(mld->v2)];
+	ld->dx = v2->x - v1->x;
+	ld->dy = v2->y - v1->y;
+	
+	if (!ld->dx)
+	    ld->slopetype = ST_VERTICAL;
+	else if (!ld->dy)
+	    ld->slopetype = ST_HORIZONTAL;
+	else
+	{
+	    if (FixedDiv (ld->dy , ld->dx) > 0)
+		ld->slopetype = ST_POSITIVE;
+	    else
+		ld->slopetype = ST_NEGATIVE;
+	}
+		
+	if (v1->x < v2->x)
+	{
+	    ld->bbox[BOXLEFT] = v1->x;
+	    ld->bbox[BOXRIGHT] = v2->x;
+	}
+	else
+	{
+	    ld->bbox[BOXLEFT] = v2->x;
+	    ld->bbox[BOXRIGHT] = v1->x;
+	}
+
+	if (v1->y < v2->y)
+	{
+	    ld->bbox[BOXBOTTOM] = v1->y;
+	    ld->bbox[BOXTOP] = v2->y;
+	}
+	else
+	{
+	    ld->bbox[BOXBOTTOM] = v2->y;
+	    ld->bbox[BOXTOP] = v1->y;
+	}
+
+	ld->sidenum[0] = SHORT(mld->sidenum[0]);
+	ld->sidenum[1] = SHORT(mld->sidenum[1]);
+
+	if (ld->sidenum[0] != -1)
+	    ld->frontsector = sides[ld->sidenum[0]].sector;
+	else
+	    ld->frontsector = 0;
+
+	if (ld->sidenum[1] != -1)
+	    ld->backsector = sides[ld->sidenum[1]].sector;
+	else
+	    ld->backsector = 0;
+    }
+	
+    Z_Free (data);
+}
+
+
+//
+// P_LoadSideDefs
+//
+void P_LoadSideDefs (int lump)
+{
+    byte*		data;
+    int			i;
+    mapsidedef_t*	msd;
+    side_t*		sd;
+	
+    numsides = W_LumpLength (lump) / sizeof(mapsidedef_t);
+    sides = Z_Malloc (numsides*sizeof(side_t),PU_LEVEL,0);	
+    memset (sides, 0, numsides*sizeof(side_t));
+    data = W_CacheLumpNum (lump,PU_STATIC);
+	
+    msd = (mapsidedef_t *)data;
+    sd = sides;
+    for (i=0 ; i<numsides ; i++, msd++, sd++)
+    {
+	sd->textureoffset = SHORT(msd->textureoffset)<<FRACBITS;
+	sd->rowoffset = SHORT(msd->rowoffset)<<FRACBITS;
+	sd->toptexture = R_TextureNumForName(msd->toptexture);
+	sd->bottomtexture = R_TextureNumForName(msd->bottomtexture);
+	sd->midtexture = R_TextureNumForName(msd->midtexture);
+	sd->sector = &sectors[SHORT(msd->sector)];
+    }
+	
+    Z_Free (data);
+}
+
+
+//
+// P_LoadBlockMap
+//
+void P_LoadBlockMap (int lump)
+{
+    int		i;
+    int		count;
+	
+    blockmaplump = W_CacheLumpNum (lump,PU_LEVEL);
+    blockmap = blockmaplump+4;
+    count = W_LumpLength (lump)/2;
+
+    for (i=0 ; i<count ; i++)
+	blockmaplump[i] = SHORT(blockmaplump[i]);
+		
+    bmaporgx = blockmaplump[0]<<FRACBITS;
+    bmaporgy = blockmaplump[1]<<FRACBITS;
+    bmapwidth = blockmaplump[2];
+    bmapheight = blockmaplump[3];
+	
+    // clear out mobj chains
+    count = sizeof(*blocklinks)* bmapwidth*bmapheight;
+    blocklinks = Z_Malloc (count,PU_LEVEL, 0);
+    memset (blocklinks, 0, count);
+}
+
+
+
+//
+// P_GroupLines
+// Builds sector line lists and subsector sector numbers.
+// Finds block bounding boxes for sectors.
+//
+void P_GroupLines (void)
+{
+    line_t**		linebuffer;
+    int			i;
+    int			j;
+    int			total;
+    line_t*		li;
+    sector_t*		sector;
+    subsector_t*	ss;
+    seg_t*		seg;
+    fixed_t		bbox[4];
+    int			block;
+	
+    // look up sector number for each subsector
+    ss = subsectors;
+    for (i=0 ; i<numsubsectors ; i++, ss++)
+    {
+	seg = &segs[ss->firstline];
+	ss->sector = seg->sidedef->sector;
+    }
+
+    // count number of lines in each sector
+    li = lines;
+    total = 0;
+    for (i=0 ; i<numlines ; i++, li++)
+    {
+	total++;
+	li->frontsector->linecount++;
+
+	if (li->backsector && li->backsector != li->frontsector)
+	{
+	    li->backsector->linecount++;
+	    total++;
+	}
+    }
+	
+    // build line tables for each sector	
+    linebuffer = Z_Malloc (total*4, PU_LEVEL, 0);
+    sector = sectors;
+    for (i=0 ; i<numsectors ; i++, sector++)
+    {
+	M_ClearBox (bbox);
+	sector->lines = linebuffer;
+	li = lines;
+	for (j=0 ; j<numlines ; j++, li++)
+	{
+	    if (li->frontsector == sector || li->backsector == sector)
+	    {
+		*linebuffer++ = li;
+		M_AddToBox (bbox, li->v1->x, li->v1->y);
+		M_AddToBox (bbox, li->v2->x, li->v2->y);
+	    }
+	}
+	if (linebuffer - sector->lines != sector->linecount)
+	    I_Error ("P_GroupLines: miscounted");
+			
+	// set the degenmobj_t to the middle of the bounding box
+	sector->soundorg.x = (bbox[BOXRIGHT]+bbox[BOXLEFT])/2;
+	sector->soundorg.y = (bbox[BOXTOP]+bbox[BOXBOTTOM])/2;
+		
+	// adjust bounding box to map blocks
+	block = (bbox[BOXTOP]-bmaporgy+MAXRADIUS)>>MAPBLOCKSHIFT;
+	block = block >= bmapheight ? bmapheight-1 : block;
+	sector->blockbox[BOXTOP]=block;
+
+	block = (bbox[BOXBOTTOM]-bmaporgy-MAXRADIUS)>>MAPBLOCKSHIFT;
+	block = block < 0 ? 0 : block;
+	sector->blockbox[BOXBOTTOM]=block;
+
+	block = (bbox[BOXRIGHT]-bmaporgx+MAXRADIUS)>>MAPBLOCKSHIFT;
+	block = block >= bmapwidth ? bmapwidth-1 : block;
+	sector->blockbox[BOXRIGHT]=block;
+
+	block = (bbox[BOXLEFT]-bmaporgx-MAXRADIUS)>>MAPBLOCKSHIFT;
+	block = block < 0 ? 0 : block;
+	sector->blockbox[BOXLEFT]=block;
+    }
+	
+}
+
+
+//
+// P_SetupLevel
+//
+void
+P_SetupLevel
+( int		episode,
+  int		map,
+  int		playermask,
+  skill_t	skill)
+{
+    int		i;
+    char	lumpname[9];
+    int		lumpnum;
+	
+    totalkills = totalitems = totalsecret = wminfo.maxfrags = 0;
+    wminfo.partime = 180;
+    for (i=0 ; i<MAXPLAYERS ; i++)
+    {
+	players[i].killcount = players[i].secretcount 
+	    = players[i].itemcount = 0;
+    }
+
+    // Initial height of PointOfView
+    // will be set by player think.
+    players[consoleplayer].viewz = 1; 
+
+    // Make sure all sounds are stopped before Z_FreeTags.
+    S_Start ();			
+
+    
+#if 0 // UNUSED
+    if (debugfile)
+    {
+	Z_FreeTags (PU_LEVEL, MAXINT);
+	Z_FileDumpHeap (debugfile);
+    }
+    else
+#endif
+	Z_FreeTags (PU_LEVEL, PU_PURGELEVEL-1);
+
+
+    // UNUSED W_Profile ();
+    P_InitThinkers ();
+
+    // if working with a devlopment map, reload it
+    W_Reload ();			
+	   
+    // find map name
+    if ( gamemode == commercial)
+    {
+	if (map<10)
+	    sprintf (lumpname,"map0%i", map);
+	else
+	    sprintf (lumpname,"map%i", map);
+    }
+    else
+    {
+	lumpname[0] = 'E';
+	lumpname[1] = '0' + episode;
+	lumpname[2] = 'M';
+	lumpname[3] = '0' + map;
+	lumpname[4] = 0;
+    }
+
+    lumpnum = W_GetNumForName (lumpname);
+	
+    leveltime = 0;
+	
+    // note: most of this ordering is important	
+    P_LoadBlockMap (lumpnum+ML_BLOCKMAP);
+    P_LoadVertexes (lumpnum+ML_VERTEXES);
+    P_LoadSectors (lumpnum+ML_SECTORS);
+    P_LoadSideDefs (lumpnum+ML_SIDEDEFS);
+
+    P_LoadLineDefs (lumpnum+ML_LINEDEFS);
+    P_LoadSubsectors (lumpnum+ML_SSECTORS);
+    P_LoadNodes (lumpnum+ML_NODES);
+    P_LoadSegs (lumpnum+ML_SEGS);
+	
+    rejectmatrix = W_CacheLumpNum (lumpnum+ML_REJECT,PU_LEVEL);
+    P_GroupLines ();
+
+    bodyqueslot = 0;
+    deathmatch_p = deathmatchstarts;
+    P_LoadThings (lumpnum+ML_THINGS);
+    
+    // if deathmatch, randomly spawn the active players
+    if (deathmatch)
+    {
+	for (i=0 ; i<MAXPLAYERS ; i++)
+	    if (playeringame[i])
+	    {
+		players[i].mo = NULL;
+		G_DeathMatchSpawnPlayer (i);
+	    }
+			
+    }
+
+    // clear special respawning que
+    iquehead = iquetail = 0;		
+	
+    // set up world state
+    P_SpawnSpecials ();
+	
+    // build subsector connect matrix
+    //	UNUSED P_ConnectSubsectors ();
+
+    // preload graphics
+    if (precache)
+	R_PrecacheLevel ();
+
+    //printf ("free memory: 0x%x\n", Z_FreeMemory());
+
+}
+
+
+
+//
+// P_Init
+//
+void P_Init (void)
+{
+    P_InitSwitchList ();
+    P_InitPicAnims ();
+    R_InitSprites (sprnames);
+}
+
+
+
--- /dev/null
+++ b/src/p_setup.h
@@ -1,0 +1,51 @@
+// Emacs style mode select   -*- C++ -*- 
+//-----------------------------------------------------------------------------
+//
+// $Id: p_setup.h 4 2005-07-23 16:19:41Z fraggle $
+//
+// Copyright (C) 1993-1996 by id Software, Inc.
+//
+// This source is available for distribution and/or modification
+// only under the terms of the DOOM Source Code License as
+// published by id Software. All rights reserved.
+//
+// The source is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
+// for more details.
+//
+// DESCRIPTION:
+//   Setup a game, startup stuff.
+//
+//-----------------------------------------------------------------------------
+
+
+#ifndef __P_SETUP__
+#define __P_SETUP__
+
+
+#ifdef __GNUG__
+#pragma interface
+#endif
+
+
+// NOT called by W_Ticker. Fixme.
+void
+P_SetupLevel
+( int		episode,
+  int		map,
+  int		playermask,
+  skill_t	skill);
+
+// Called by startup code.
+void P_Init (void);
+
+#endif
+//-----------------------------------------------------------------------------
+//
+// $Log$
+// Revision 1.1  2005/07/23 16:20:40  fraggle
+// Initial revision
+//
+//
+//-----------------------------------------------------------------------------
--- /dev/null
+++ b/src/p_sight.c
@@ -1,0 +1,352 @@
+// Emacs style mode select   -*- C++ -*- 
+//-----------------------------------------------------------------------------
+//
+// $Id: p_sight.c 4 2005-07-23 16:19:41Z fraggle $
+//
+// Copyright (C) 1993-1996 by id Software, Inc.
+//
+// This source is available for distribution and/or modification
+// only under the terms of the DOOM Source Code License as
+// published by id Software. All rights reserved.
+//
+// The source is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
+// for more details.
+//
+// $Log$
+// Revision 1.1  2005/07/23 16:20:45  fraggle
+// Initial revision
+//
+//
+// DESCRIPTION:
+//	LineOfSight/Visibility checks, uses REJECT Lookup Table.
+//
+//-----------------------------------------------------------------------------
+
+static const char
+rcsid[] = "$Id: p_sight.c 4 2005-07-23 16:19:41Z fraggle $";
+
+
+#include "doomdef.h"
+
+#include "i_system.h"
+#include "p_local.h"
+
+// State.
+#include "r_state.h"
+
+//
+// P_CheckSight
+//
+fixed_t		sightzstart;		// eye z of looker
+fixed_t		topslope;
+fixed_t		bottomslope;		// slopes to top and bottom of target
+
+divline_t	strace;			// from t1 to t2
+fixed_t		t2x;
+fixed_t		t2y;
+
+int		sightcounts[2];
+
+
+//
+// P_DivlineSide
+// Returns side 0 (front), 1 (back), or 2 (on).
+//
+int
+P_DivlineSide
+( fixed_t	x,
+  fixed_t	y,
+  divline_t*	node )
+{
+    fixed_t	dx;
+    fixed_t	dy;
+    fixed_t	left;
+    fixed_t	right;
+
+    if (!node->dx)
+    {
+	if (x==node->x)
+	    return 2;
+	
+	if (x <= node->x)
+	    return node->dy > 0;
+
+	return node->dy < 0;
+    }
+    
+    if (!node->dy)
+    {
+	if (x==node->y)
+	    return 2;
+
+	if (y <= node->y)
+	    return node->dx < 0;
+
+	return node->dx > 0;
+    }
+	
+    dx = (x - node->x);
+    dy = (y - node->y);
+
+    left =  (node->dy>>FRACBITS) * (dx>>FRACBITS);
+    right = (dy>>FRACBITS) * (node->dx>>FRACBITS);
+	
+    if (right < left)
+	return 0;	// front side
+    
+    if (left == right)
+	return 2;
+    return 1;		// back side
+}
+
+
+//
+// P_InterceptVector2
+// Returns the fractional intercept point
+// along the first divline.
+// This is only called by the addthings and addlines traversers.
+//
+fixed_t
+P_InterceptVector2
+( divline_t*	v2,
+  divline_t*	v1 )
+{
+    fixed_t	frac;
+    fixed_t	num;
+    fixed_t	den;
+	
+    den = FixedMul (v1->dy>>8,v2->dx) - FixedMul(v1->dx>>8,v2->dy);
+
+    if (den == 0)
+	return 0;
+    //	I_Error ("P_InterceptVector: parallel");
+    
+    num = FixedMul ( (v1->x - v2->x)>>8 ,v1->dy) + 
+	FixedMul ( (v2->y - v1->y)>>8 , v1->dx);
+    frac = FixedDiv (num , den);
+
+    return frac;
+}
+
+//
+// P_CrossSubsector
+// Returns true
+//  if strace crosses the given subsector successfully.
+//
+boolean P_CrossSubsector (int num)
+{
+    seg_t*		seg;
+    line_t*		line;
+    int			s1;
+    int			s2;
+    int			count;
+    subsector_t*	sub;
+    sector_t*		front;
+    sector_t*		back;
+    fixed_t		opentop;
+    fixed_t		openbottom;
+    divline_t		divl;
+    vertex_t*		v1;
+    vertex_t*		v2;
+    fixed_t		frac;
+    fixed_t		slope;
+	
+#ifdef RANGECHECK
+    if (num>=numsubsectors)
+	I_Error ("P_CrossSubsector: ss %i with numss = %i",
+		 num,
+		 numsubsectors);
+#endif
+
+    sub = &subsectors[num];
+    
+    // check lines
+    count = sub->numlines;
+    seg = &segs[sub->firstline];
+
+    for ( ; count ; seg++, count--)
+    {
+	line = seg->linedef;
+
+	// allready checked other side?
+	if (line->validcount == validcount)
+	    continue;
+	
+	line->validcount = validcount;
+		
+	v1 = line->v1;
+	v2 = line->v2;
+	s1 = P_DivlineSide (v1->x,v1->y, &strace);
+	s2 = P_DivlineSide (v2->x, v2->y, &strace);
+
+	// line isn't crossed?
+	if (s1 == s2)
+	    continue;
+	
+	divl.x = v1->x;
+	divl.y = v1->y;
+	divl.dx = v2->x - v1->x;
+	divl.dy = v2->y - v1->y;
+	s1 = P_DivlineSide (strace.x, strace.y, &divl);
+	s2 = P_DivlineSide (t2x, t2y, &divl);
+
+	// line isn't crossed?
+	if (s1 == s2)
+	    continue;	
+
+	// stop because it is not two sided anyway
+	// might do this after updating validcount?
+	if ( !(line->flags & ML_TWOSIDED) )
+	    return false;
+	
+	// crosses a two sided line
+	front = seg->frontsector;
+	back = seg->backsector;
+
+	// no wall to block sight with?
+	if (front->floorheight == back->floorheight
+	    && front->ceilingheight == back->ceilingheight)
+	    continue;	
+
+	// possible occluder
+	// because of ceiling height differences
+	if (front->ceilingheight < back->ceilingheight)
+	    opentop = front->ceilingheight;
+	else
+	    opentop = back->ceilingheight;
+
+	// because of ceiling height differences
+	if (front->floorheight > back->floorheight)
+	    openbottom = front->floorheight;
+	else
+	    openbottom = back->floorheight;
+		
+	// quick test for totally closed doors
+	if (openbottom >= opentop)	
+	    return false;		// stop
+	
+	frac = P_InterceptVector2 (&strace, &divl);
+		
+	if (front->floorheight != back->floorheight)
+	{
+	    slope = FixedDiv (openbottom - sightzstart , frac);
+	    if (slope > bottomslope)
+		bottomslope = slope;
+	}
+		
+	if (front->ceilingheight != back->ceilingheight)
+	{
+	    slope = FixedDiv (opentop - sightzstart , frac);
+	    if (slope < topslope)
+		topslope = slope;
+	}
+		
+	if (topslope <= bottomslope)
+	    return false;		// stop				
+    }
+    // passed the subsector ok
+    return true;		
+}
+
+
+
+//
+// P_CrossBSPNode
+// Returns true
+//  if strace crosses the given node successfully.
+//
+boolean P_CrossBSPNode (int bspnum)
+{
+    node_t*	bsp;
+    int		side;
+
+    if (bspnum & NF_SUBSECTOR)
+    {
+	if (bspnum == -1)
+	    return P_CrossSubsector (0);
+	else
+	    return P_CrossSubsector (bspnum&(~NF_SUBSECTOR));
+    }
+		
+    bsp = &nodes[bspnum];
+    
+    // decide which side the start point is on
+    side = P_DivlineSide (strace.x, strace.y, (divline_t *)bsp);
+    if (side == 2)
+	side = 0;	// an "on" should cross both sides
+
+    // cross the starting side
+    if (!P_CrossBSPNode (bsp->children[side]) )
+	return false;
+	
+    // the partition plane is crossed here
+    if (side == P_DivlineSide (t2x, t2y,(divline_t *)bsp))
+    {
+	// the line doesn't touch the other side
+	return true;
+    }
+    
+    // cross the ending side		
+    return P_CrossBSPNode (bsp->children[side^1]);
+}
+
+
+//
+// P_CheckSight
+// Returns true
+//  if a straight line between t1 and t2 is unobstructed.
+// Uses REJECT.
+//
+boolean
+P_CheckSight
+( mobj_t*	t1,
+  mobj_t*	t2 )
+{
+    int		s1;
+    int		s2;
+    int		pnum;
+    int		bytenum;
+    int		bitnum;
+    
+    // First check for trivial rejection.
+
+    // Determine subsector entries in REJECT table.
+    s1 = (t1->subsector->sector - sectors);
+    s2 = (t2->subsector->sector - sectors);
+    pnum = s1*numsectors + s2;
+    bytenum = pnum>>3;
+    bitnum = 1 << (pnum&7);
+
+    // Check in REJECT table.
+    if (rejectmatrix[bytenum]&bitnum)
+    {
+	sightcounts[0]++;
+
+	// can't possibly be connected
+	return false;	
+    }
+
+    // An unobstructed LOS is possible.
+    // Now look from eyes of t1 to any part of t2.
+    sightcounts[1]++;
+
+    validcount++;
+	
+    sightzstart = t1->z + t1->height - (t1->height>>2);
+    topslope = (t2->z+t2->height) - sightzstart;
+    bottomslope = (t2->z) - sightzstart;
+	
+    strace.x = t1->x;
+    strace.y = t1->y;
+    t2x = t2->x;
+    t2y = t2->y;
+    strace.dx = t2->x - t1->x;
+    strace.dy = t2->y - t1->y;
+
+    // the head node is the last node output
+    return P_CrossBSPNode (numnodes-1);	
+}
+
+
--- /dev/null
+++ b/src/p_spec.c
@@ -1,0 +1,1365 @@
+// Emacs style mode select   -*- C++ -*- 
+//-----------------------------------------------------------------------------
+//
+// $Id: p_spec.c 4 2005-07-23 16:19:41Z fraggle $
+//
+// Copyright (C) 1993-1996 by id Software, Inc.
+//
+// This source is available for distribution and/or modification
+// only under the terms of the DOOM Source Code License as
+// published by id Software. All rights reserved.
+//
+// The source is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
+// for more details.
+//
+// $Log$
+// Revision 1.1  2005/07/23 16:19:50  fraggle
+// Initial revision
+//
+//
+// DESCRIPTION:
+//	Implements special effects:
+//	Texture animation, height or lighting changes
+//	 according to adjacent sectors, respective
+//	 utility functions, etc.
+//	Line Tag handling. Line and Sector triggers.
+//
+//-----------------------------------------------------------------------------
+
+static const char
+rcsid[] = "$Id: p_spec.c 4 2005-07-23 16:19:41Z fraggle $";
+
+#include <stdlib.h>
+
+#include "doomdef.h"
+#include "doomstat.h"
+
+#include "i_system.h"
+#include "z_zone.h"
+#include "m_argv.h"
+#include "m_random.h"
+#include "w_wad.h"
+
+#include "r_local.h"
+#include "p_local.h"
+
+#include "g_game.h"
+
+#include "s_sound.h"
+
+// State.
+#include "r_state.h"
+
+// Data.
+#include "sounds.h"
+
+
+//
+// Animating textures and planes
+// There is another anim_t used in wi_stuff, unrelated.
+//
+typedef struct
+{
+    boolean	istexture;
+    int		picnum;
+    int		basepic;
+    int		numpics;
+    int		speed;
+    
+} anim_t;
+
+//
+//      source animation definition
+//
+typedef struct
+{
+    boolean	istexture;	// if false, it is a flat
+    char	endname[9];
+    char	startname[9];
+    int		speed;
+} animdef_t;
+
+
+
+#define MAXANIMS                32
+
+extern anim_t	anims[MAXANIMS];
+extern anim_t*	lastanim;
+
+//
+// P_InitPicAnims
+//
+
+// Floor/ceiling animation sequences,
+//  defined by first and last frame,
+//  i.e. the flat (64x64 tile) name to
+//  be used.
+// The full animation sequence is given
+//  using all the flats between the start
+//  and end entry, in the order found in
+//  the WAD file.
+//
+animdef_t		animdefs[] =
+{
+    {false,	"NUKAGE3",	"NUKAGE1",	8},
+    {false,	"FWATER4",	"FWATER1",	8},
+    {false,	"SWATER4",	"SWATER1", 	8},
+    {false,	"LAVA4",	"LAVA1",	8},
+    {false,	"BLOOD3",	"BLOOD1",	8},
+
+    // DOOM II flat animations.
+    {false,	"RROCK08",	"RROCK05",	8},		
+    {false,	"SLIME04",	"SLIME01",	8},
+    {false,	"SLIME08",	"SLIME05",	8},
+    {false,	"SLIME12",	"SLIME09",	8},
+
+    {true,	"BLODGR4",	"BLODGR1",	8},
+    {true,	"SLADRIP3",	"SLADRIP1",	8},
+
+    {true,	"BLODRIP4",	"BLODRIP1",	8},
+    {true,	"FIREWALL",	"FIREWALA",	8},
+    {true,	"GSTFONT3",	"GSTFONT1",	8},
+    {true,	"FIRELAVA",	"FIRELAV3",	8},
+    {true,	"FIREMAG3",	"FIREMAG1",	8},
+    {true,	"FIREBLU2",	"FIREBLU1",	8},
+    {true,	"ROCKRED3",	"ROCKRED1",	8},
+
+    {true,	"BFALL4",	"BFALL1",	8},
+    {true,	"SFALL4",	"SFALL1",	8},
+    {true,	"WFALL4",	"WFALL1",	8},
+    {true,	"DBRAIN4",	"DBRAIN1",	8},
+	
+    {-1}
+};
+
+anim_t		anims[MAXANIMS];
+anim_t*		lastanim;
+
+
+//
+//      Animating line specials
+//
+#define MAXLINEANIMS            64
+
+extern  short	numlinespecials;
+extern  line_t*	linespeciallist[MAXLINEANIMS];
+
+
+
+void P_InitPicAnims (void)
+{
+    int		i;
+
+    
+    //	Init animation
+    lastanim = anims;
+    for (i=0 ; animdefs[i].istexture != -1 ; i++)
+    {
+	if (animdefs[i].istexture)
+	{
+	    // different episode ?
+	    if (R_CheckTextureNumForName(animdefs[i].startname) == -1)
+		continue;	
+
+	    lastanim->picnum = R_TextureNumForName (animdefs[i].endname);
+	    lastanim->basepic = R_TextureNumForName (animdefs[i].startname);
+	}
+	else
+	{
+	    if (W_CheckNumForName(animdefs[i].startname) == -1)
+		continue;
+
+	    lastanim->picnum = R_FlatNumForName (animdefs[i].endname);
+	    lastanim->basepic = R_FlatNumForName (animdefs[i].startname);
+	}
+
+	lastanim->istexture = animdefs[i].istexture;
+	lastanim->numpics = lastanim->picnum - lastanim->basepic + 1;
+
+	if (lastanim->numpics < 2)
+	    I_Error ("P_InitPicAnims: bad cycle from %s to %s",
+		     animdefs[i].startname,
+		     animdefs[i].endname);
+	
+	lastanim->speed = animdefs[i].speed;
+	lastanim++;
+    }
+	
+}
+
+
+
+//
+// UTILITIES
+//
+
+
+
+//
+// getSide()
+// Will return a side_t*
+//  given the number of the current sector,
+//  the line number, and the side (0/1) that you want.
+//
+side_t*
+getSide
+( int		currentSector,
+  int		line,
+  int		side )
+{
+    return &sides[ (sectors[currentSector].lines[line])->sidenum[side] ];
+}
+
+
+//
+// getSector()
+// Will return a sector_t*
+//  given the number of the current sector,
+//  the line number and the side (0/1) that you want.
+//
+sector_t*
+getSector
+( int		currentSector,
+  int		line,
+  int		side )
+{
+    return sides[ (sectors[currentSector].lines[line])->sidenum[side] ].sector;
+}
+
+
+//
+// twoSided()
+// Given the sector number and the line number,
+//  it will tell you whether the line is two-sided or not.
+//
+int
+twoSided
+( int	sector,
+  int	line )
+{
+    return (sectors[sector].lines[line])->flags & ML_TWOSIDED;
+}
+
+
+
+
+//
+// getNextSector()
+// Return sector_t * of sector next to current.
+// NULL if not two-sided line
+//
+sector_t*
+getNextSector
+( line_t*	line,
+  sector_t*	sec )
+{
+    if (!(line->flags & ML_TWOSIDED))
+	return NULL;
+		
+    if (line->frontsector == sec)
+	return line->backsector;
+	
+    return line->frontsector;
+}
+
+
+
+//
+// P_FindLowestFloorSurrounding()
+// FIND LOWEST FLOOR HEIGHT IN SURROUNDING SECTORS
+//
+fixed_t	P_FindLowestFloorSurrounding(sector_t* sec)
+{
+    int			i;
+    line_t*		check;
+    sector_t*		other;
+    fixed_t		floor = sec->floorheight;
+	
+    for (i=0 ;i < sec->linecount ; i++)
+    {
+	check = sec->lines[i];
+	other = getNextSector(check,sec);
+
+	if (!other)
+	    continue;
+	
+	if (other->floorheight < floor)
+	    floor = other->floorheight;
+    }
+    return floor;
+}
+
+
+
+//
+// P_FindHighestFloorSurrounding()
+// FIND HIGHEST FLOOR HEIGHT IN SURROUNDING SECTORS
+//
+fixed_t	P_FindHighestFloorSurrounding(sector_t *sec)
+{
+    int			i;
+    line_t*		check;
+    sector_t*		other;
+    fixed_t		floor = -500*FRACUNIT;
+	
+    for (i=0 ;i < sec->linecount ; i++)
+    {
+	check = sec->lines[i];
+	other = getNextSector(check,sec);
+	
+	if (!other)
+	    continue;
+	
+	if (other->floorheight > floor)
+	    floor = other->floorheight;
+    }
+    return floor;
+}
+
+
+
+//
+// P_FindNextHighestFloor
+// FIND NEXT HIGHEST FLOOR IN SURROUNDING SECTORS
+// Note: this should be doable w/o a fixed array.
+
+// 20 adjoining sectors max!
+#define MAX_ADJOINING_SECTORS    	20
+
+fixed_t
+P_FindNextHighestFloor
+( sector_t*	sec,
+  int		currentheight )
+{
+    int			i;
+    int			h;
+    int			min;
+    line_t*		check;
+    sector_t*		other;
+    fixed_t		height = currentheight;
+
+    
+    fixed_t		heightlist[MAX_ADJOINING_SECTORS];		
+
+    for (i=0, h=0 ;i < sec->linecount ; i++)
+    {
+	check = sec->lines[i];
+	other = getNextSector(check,sec);
+
+	if (!other)
+	    continue;
+	
+	if (other->floorheight > height)
+	    heightlist[h++] = other->floorheight;
+
+	// Check for overflow. Exit.
+	if ( h >= MAX_ADJOINING_SECTORS )
+	{
+	    fprintf( stderr,
+		     "Sector with more than 20 adjoining sectors\n" );
+	    break;
+	}
+    }
+    
+    // Find lowest height in list
+    if (!h)
+	return currentheight;
+		
+    min = heightlist[0];
+    
+    // Range checking? 
+    for (i = 1;i < h;i++)
+	if (heightlist[i] < min)
+	    min = heightlist[i];
+			
+    return min;
+}
+
+
+//
+// FIND LOWEST CEILING IN THE SURROUNDING SECTORS
+//
+fixed_t
+P_FindLowestCeilingSurrounding(sector_t* sec)
+{
+    int			i;
+    line_t*		check;
+    sector_t*		other;
+    fixed_t		height = MAXINT;
+	
+    for (i=0 ;i < sec->linecount ; i++)
+    {
+	check = sec->lines[i];
+	other = getNextSector(check,sec);
+
+	if (!other)
+	    continue;
+
+	if (other->ceilingheight < height)
+	    height = other->ceilingheight;
+    }
+    return height;
+}
+
+
+//
+// FIND HIGHEST CEILING IN THE SURROUNDING SECTORS
+//
+fixed_t	P_FindHighestCeilingSurrounding(sector_t* sec)
+{
+    int		i;
+    line_t*	check;
+    sector_t*	other;
+    fixed_t	height = 0;
+	
+    for (i=0 ;i < sec->linecount ; i++)
+    {
+	check = sec->lines[i];
+	other = getNextSector(check,sec);
+
+	if (!other)
+	    continue;
+
+	if (other->ceilingheight > height)
+	    height = other->ceilingheight;
+    }
+    return height;
+}
+
+
+
+//
+// RETURN NEXT SECTOR # THAT LINE TAG REFERS TO
+//
+int
+P_FindSectorFromLineTag
+( line_t*	line,
+  int		start )
+{
+    int	i;
+	
+    for (i=start+1;i<numsectors;i++)
+	if (sectors[i].tag == line->tag)
+	    return i;
+    
+    return -1;
+}
+
+
+
+
+//
+// Find minimum light from an adjacent sector
+//
+int
+P_FindMinSurroundingLight
+( sector_t*	sector,
+  int		max )
+{
+    int		i;
+    int		min;
+    line_t*	line;
+    sector_t*	check;
+	
+    min = max;
+    for (i=0 ; i < sector->linecount ; i++)
+    {
+	line = sector->lines[i];
+	check = getNextSector(line,sector);
+
+	if (!check)
+	    continue;
+
+	if (check->lightlevel < min)
+	    min = check->lightlevel;
+    }
+    return min;
+}
+
+
+
+//
+// EVENTS
+// Events are operations triggered by using, crossing,
+// or shooting special lines, or by timed thinkers.
+//
+
+//
+// P_CrossSpecialLine - TRIGGER
+// Called every time a thing origin is about
+//  to cross a line with a non 0 special.
+//
+void
+P_CrossSpecialLine
+( int		linenum,
+  int		side,
+  mobj_t*	thing )
+{
+    line_t*	line;
+    int		ok;
+
+    line = &lines[linenum];
+    
+    //	Triggers that other things can activate
+    if (!thing->player)
+    {
+	// Things that should NOT trigger specials...
+	switch(thing->type)
+	{
+	  case MT_ROCKET:
+	  case MT_PLASMA:
+	  case MT_BFG:
+	  case MT_TROOPSHOT:
+	  case MT_HEADSHOT:
+	  case MT_BRUISERSHOT:
+	    return;
+	    break;
+	    
+	  default: break;
+	}
+		
+	ok = 0;
+	switch(line->special)
+	{
+	  case 39:	// TELEPORT TRIGGER
+	  case 97:	// TELEPORT RETRIGGER
+	  case 125:	// TELEPORT MONSTERONLY TRIGGER
+	  case 126:	// TELEPORT MONSTERONLY RETRIGGER
+	  case 4:	// RAISE DOOR
+	  case 10:	// PLAT DOWN-WAIT-UP-STAY TRIGGER
+	  case 88:	// PLAT DOWN-WAIT-UP-STAY RETRIGGER
+	    ok = 1;
+	    break;
+	}
+	if (!ok)
+	    return;
+    }
+
+    
+    // Note: could use some const's here.
+    switch (line->special)
+    {
+	// TRIGGERS.
+	// All from here to RETRIGGERS.
+      case 2:
+	// Open Door
+	EV_DoDoor(line,open);
+	line->special = 0;
+	break;
+
+      case 3:
+	// Close Door
+	EV_DoDoor(line,close);
+	line->special = 0;
+	break;
+
+      case 4:
+	// Raise Door
+	EV_DoDoor(line,normal);
+	line->special = 0;
+	break;
+	
+      case 5:
+	// Raise Floor
+	EV_DoFloor(line,raiseFloor);
+	line->special = 0;
+	break;
+	
+      case 6:
+	// Fast Ceiling Crush & Raise
+	EV_DoCeiling(line,fastCrushAndRaise);
+	line->special = 0;
+	break;
+	
+      case 8:
+	// Build Stairs
+	EV_BuildStairs(line,build8);
+	line->special = 0;
+	break;
+	
+      case 10:
+	// PlatDownWaitUp
+	EV_DoPlat(line,downWaitUpStay,0);
+	line->special = 0;
+	break;
+	
+      case 12:
+	// Light Turn On - brightest near
+	EV_LightTurnOn(line,0);
+	line->special = 0;
+	break;
+	
+      case 13:
+	// Light Turn On 255
+	EV_LightTurnOn(line,255);
+	line->special = 0;
+	break;
+	
+      case 16:
+	// Close Door 30
+	EV_DoDoor(line,close30ThenOpen);
+	line->special = 0;
+	break;
+	
+      case 17:
+	// Start Light Strobing
+	EV_StartLightStrobing(line);
+	line->special = 0;
+	break;
+	
+      case 19:
+	// Lower Floor
+	EV_DoFloor(line,lowerFloor);
+	line->special = 0;
+	break;
+	
+      case 22:
+	// Raise floor to nearest height and change texture
+	EV_DoPlat(line,raiseToNearestAndChange,0);
+	line->special = 0;
+	break;
+	
+      case 25:
+	// Ceiling Crush and Raise
+	EV_DoCeiling(line,crushAndRaise);
+	line->special = 0;
+	break;
+	
+      case 30:
+	// Raise floor to shortest texture height
+	//  on either side of lines.
+	EV_DoFloor(line,raiseToTexture);
+	line->special = 0;
+	break;
+	
+      case 35:
+	// Lights Very Dark
+	EV_LightTurnOn(line,35);
+	line->special = 0;
+	break;
+	
+      case 36:
+	// Lower Floor (TURBO)
+	EV_DoFloor(line,turboLower);
+	line->special = 0;
+	break;
+	
+      case 37:
+	// LowerAndChange
+	EV_DoFloor(line,lowerAndChange);
+	line->special = 0;
+	break;
+	
+      case 38:
+	// Lower Floor To Lowest
+	EV_DoFloor( line, lowerFloorToLowest );
+	line->special = 0;
+	break;
+	
+      case 39:
+	// TELEPORT!
+	EV_Teleport( line, side, thing );
+	line->special = 0;
+	break;
+
+      case 40:
+	// RaiseCeilingLowerFloor
+	EV_DoCeiling( line, raiseToHighest );
+	EV_DoFloor( line, lowerFloorToLowest );
+	line->special = 0;
+	break;
+	
+      case 44:
+	// Ceiling Crush
+	EV_DoCeiling( line, lowerAndCrush );
+	line->special = 0;
+	break;
+	
+      case 52:
+	// EXIT!
+	G_ExitLevel ();
+	break;
+	
+      case 53:
+	// Perpetual Platform Raise
+	EV_DoPlat(line,perpetualRaise,0);
+	line->special = 0;
+	break;
+	
+      case 54:
+	// Platform Stop
+	EV_StopPlat(line);
+	line->special = 0;
+	break;
+
+      case 56:
+	// Raise Floor Crush
+	EV_DoFloor(line,raiseFloorCrush);
+	line->special = 0;
+	break;
+
+      case 57:
+	// Ceiling Crush Stop
+	EV_CeilingCrushStop(line);
+	line->special = 0;
+	break;
+	
+      case 58:
+	// Raise Floor 24
+	EV_DoFloor(line,raiseFloor24);
+	line->special = 0;
+	break;
+
+      case 59:
+	// Raise Floor 24 And Change
+	EV_DoFloor(line,raiseFloor24AndChange);
+	line->special = 0;
+	break;
+	
+      case 104:
+	// Turn lights off in sector(tag)
+	EV_TurnTagLightsOff(line);
+	line->special = 0;
+	break;
+	
+      case 108:
+	// Blazing Door Raise (faster than TURBO!)
+	EV_DoDoor (line,blazeRaise);
+	line->special = 0;
+	break;
+	
+      case 109:
+	// Blazing Door Open (faster than TURBO!)
+	EV_DoDoor (line,blazeOpen);
+	line->special = 0;
+	break;
+	
+      case 100:
+	// Build Stairs Turbo 16
+	EV_BuildStairs(line,turbo16);
+	line->special = 0;
+	break;
+	
+      case 110:
+	// Blazing Door Close (faster than TURBO!)
+	EV_DoDoor (line,blazeClose);
+	line->special = 0;
+	break;
+
+      case 119:
+	// Raise floor to nearest surr. floor
+	EV_DoFloor(line,raiseFloorToNearest);
+	line->special = 0;
+	break;
+	
+      case 121:
+	// Blazing PlatDownWaitUpStay
+	EV_DoPlat(line,blazeDWUS,0);
+	line->special = 0;
+	break;
+	
+      case 124:
+	// Secret EXIT
+	G_SecretExitLevel ();
+	break;
+		
+      case 125:
+	// TELEPORT MonsterONLY
+	if (!thing->player)
+	{
+	    EV_Teleport( line, side, thing );
+	    line->special = 0;
+	}
+	break;
+	
+      case 130:
+	// Raise Floor Turbo
+	EV_DoFloor(line,raiseFloorTurbo);
+	line->special = 0;
+	break;
+	
+      case 141:
+	// Silent Ceiling Crush & Raise
+	EV_DoCeiling(line,silentCrushAndRaise);
+	line->special = 0;
+	break;
+	
+	// RETRIGGERS.  All from here till end.
+      case 72:
+	// Ceiling Crush
+	EV_DoCeiling( line, lowerAndCrush );
+	break;
+
+      case 73:
+	// Ceiling Crush and Raise
+	EV_DoCeiling(line,crushAndRaise);
+	break;
+
+      case 74:
+	// Ceiling Crush Stop
+	EV_CeilingCrushStop(line);
+	break;
+	
+      case 75:
+	// Close Door
+	EV_DoDoor(line,close);
+	break;
+	
+      case 76:
+	// Close Door 30
+	EV_DoDoor(line,close30ThenOpen);
+	break;
+	
+      case 77:
+	// Fast Ceiling Crush & Raise
+	EV_DoCeiling(line,fastCrushAndRaise);
+	break;
+	
+      case 79:
+	// Lights Very Dark
+	EV_LightTurnOn(line,35);
+	break;
+	
+      case 80:
+	// Light Turn On - brightest near
+	EV_LightTurnOn(line,0);
+	break;
+	
+      case 81:
+	// Light Turn On 255
+	EV_LightTurnOn(line,255);
+	break;
+	
+      case 82:
+	// Lower Floor To Lowest
+	EV_DoFloor( line, lowerFloorToLowest );
+	break;
+	
+      case 83:
+	// Lower Floor
+	EV_DoFloor(line,lowerFloor);
+	break;
+
+      case 84:
+	// LowerAndChange
+	EV_DoFloor(line,lowerAndChange);
+	break;
+
+      case 86:
+	// Open Door
+	EV_DoDoor(line,open);
+	break;
+	
+      case 87:
+	// Perpetual Platform Raise
+	EV_DoPlat(line,perpetualRaise,0);
+	break;
+	
+      case 88:
+	// PlatDownWaitUp
+	EV_DoPlat(line,downWaitUpStay,0);
+	break;
+	
+      case 89:
+	// Platform Stop
+	EV_StopPlat(line);
+	break;
+	
+      case 90:
+	// Raise Door
+	EV_DoDoor(line,normal);
+	break;
+	
+      case 91:
+	// Raise Floor
+	EV_DoFloor(line,raiseFloor);
+	break;
+	
+      case 92:
+	// Raise Floor 24
+	EV_DoFloor(line,raiseFloor24);
+	break;
+	
+      case 93:
+	// Raise Floor 24 And Change
+	EV_DoFloor(line,raiseFloor24AndChange);
+	break;
+	
+      case 94:
+	// Raise Floor Crush
+	EV_DoFloor(line,raiseFloorCrush);
+	break;
+	
+      case 95:
+	// Raise floor to nearest height
+	// and change texture.
+	EV_DoPlat(line,raiseToNearestAndChange,0);
+	break;
+	
+      case 96:
+	// Raise floor to shortest texture height
+	// on either side of lines.
+	EV_DoFloor(line,raiseToTexture);
+	break;
+	
+      case 97:
+	// TELEPORT!
+	EV_Teleport( line, side, thing );
+	break;
+	
+      case 98:
+	// Lower Floor (TURBO)
+	EV_DoFloor(line,turboLower);
+	break;
+
+      case 105:
+	// Blazing Door Raise (faster than TURBO!)
+	EV_DoDoor (line,blazeRaise);
+	break;
+	
+      case 106:
+	// Blazing Door Open (faster than TURBO!)
+	EV_DoDoor (line,blazeOpen);
+	break;
+
+      case 107:
+	// Blazing Door Close (faster than TURBO!)
+	EV_DoDoor (line,blazeClose);
+	break;
+
+      case 120:
+	// Blazing PlatDownWaitUpStay.
+	EV_DoPlat(line,blazeDWUS,0);
+	break;
+	
+      case 126:
+	// TELEPORT MonsterONLY.
+	if (!thing->player)
+	    EV_Teleport( line, side, thing );
+	break;
+	
+      case 128:
+	// Raise To Nearest Floor
+	EV_DoFloor(line,raiseFloorToNearest);
+	break;
+	
+      case 129:
+	// Raise Floor Turbo
+	EV_DoFloor(line,raiseFloorTurbo);
+	break;
+    }
+}
+
+
+
+//
+// P_ShootSpecialLine - IMPACT SPECIALS
+// Called when a thing shoots a special line.
+//
+void
+P_ShootSpecialLine
+( mobj_t*	thing,
+  line_t*	line )
+{
+    int		ok;
+    
+    //	Impacts that other things can activate.
+    if (!thing->player)
+    {
+	ok = 0;
+	switch(line->special)
+	{
+	  case 46:
+	    // OPEN DOOR IMPACT
+	    ok = 1;
+	    break;
+	}
+	if (!ok)
+	    return;
+    }
+
+    switch(line->special)
+    {
+      case 24:
+	// RAISE FLOOR
+	EV_DoFloor(line,raiseFloor);
+	P_ChangeSwitchTexture(line,0);
+	break;
+	
+      case 46:
+	// OPEN DOOR
+	EV_DoDoor(line,open);
+	P_ChangeSwitchTexture(line,1);
+	break;
+	
+      case 47:
+	// RAISE FLOOR NEAR AND CHANGE
+	EV_DoPlat(line,raiseToNearestAndChange,0);
+	P_ChangeSwitchTexture(line,0);
+	break;
+    }
+}
+
+
+
+//
+// P_PlayerInSpecialSector
+// Called every tic frame
+//  that the player origin is in a special sector
+//
+void P_PlayerInSpecialSector (player_t* player)
+{
+    sector_t*	sector;
+	
+    sector = player->mo->subsector->sector;
+
+    // Falling, not all the way down yet?
+    if (player->mo->z != sector->floorheight)
+	return;	
+
+    // Has hitten ground.
+    switch (sector->special)
+    {
+      case 5:
+	// HELLSLIME DAMAGE
+	if (!player->powers[pw_ironfeet])
+	    if (!(leveltime&0x1f))
+		P_DamageMobj (player->mo, NULL, NULL, 10);
+	break;
+	
+      case 7:
+	// NUKAGE DAMAGE
+	if (!player->powers[pw_ironfeet])
+	    if (!(leveltime&0x1f))
+		P_DamageMobj (player->mo, NULL, NULL, 5);
+	break;
+	
+      case 16:
+	// SUPER HELLSLIME DAMAGE
+      case 4:
+	// STROBE HURT
+	if (!player->powers[pw_ironfeet]
+	    || (P_Random()<5) )
+	{
+	    if (!(leveltime&0x1f))
+		P_DamageMobj (player->mo, NULL, NULL, 20);
+	}
+	break;
+			
+      case 9:
+	// SECRET SECTOR
+	player->secretcount++;
+	sector->special = 0;
+	break;
+			
+      case 11:
+	// EXIT SUPER DAMAGE! (for E1M8 finale)
+	player->cheats &= ~CF_GODMODE;
+
+	if (!(leveltime&0x1f))
+	    P_DamageMobj (player->mo, NULL, NULL, 20);
+
+	if (player->health <= 10)
+	    G_ExitLevel();
+	break;
+			
+      default:
+	I_Error ("P_PlayerInSpecialSector: "
+		 "unknown special %i",
+		 sector->special);
+	break;
+    };
+}
+
+
+
+
+//
+// P_UpdateSpecials
+// Animate planes, scroll walls, etc.
+//
+boolean		levelTimer;
+int		levelTimeCount;
+
+void P_UpdateSpecials (void)
+{
+    anim_t*	anim;
+    int		pic;
+    int		i;
+    line_t*	line;
+
+    
+    //	LEVEL TIMER
+    if (levelTimer == true)
+    {
+	levelTimeCount--;
+	if (!levelTimeCount)
+	    G_ExitLevel();
+    }
+    
+    //	ANIMATE FLATS AND TEXTURES GLOBALLY
+    for (anim = anims ; anim < lastanim ; anim++)
+    {
+	for (i=anim->basepic ; i<anim->basepic+anim->numpics ; i++)
+	{
+	    pic = anim->basepic + ( (leveltime/anim->speed + i)%anim->numpics );
+	    if (anim->istexture)
+		texturetranslation[i] = pic;
+	    else
+		flattranslation[i] = pic;
+	}
+    }
+
+    
+    //	ANIMATE LINE SPECIALS
+    for (i = 0; i < numlinespecials; i++)
+    {
+	line = linespeciallist[i];
+	switch(line->special)
+	{
+	  case 48:
+	    // EFFECT FIRSTCOL SCROLL +
+	    sides[line->sidenum[0]].textureoffset += FRACUNIT;
+	    break;
+	}
+    }
+
+    
+    //	DO BUTTONS
+    for (i = 0; i < MAXBUTTONS; i++)
+	if (buttonlist[i].btimer)
+	{
+	    buttonlist[i].btimer--;
+	    if (!buttonlist[i].btimer)
+	    {
+		switch(buttonlist[i].where)
+		{
+		  case top:
+		    sides[buttonlist[i].line->sidenum[0]].toptexture =
+			buttonlist[i].btexture;
+		    break;
+		    
+		  case middle:
+		    sides[buttonlist[i].line->sidenum[0]].midtexture =
+			buttonlist[i].btexture;
+		    break;
+		    
+		  case bottom:
+		    sides[buttonlist[i].line->sidenum[0]].bottomtexture =
+			buttonlist[i].btexture;
+		    break;
+		}
+		S_StartSound((mobj_t *)&buttonlist[i].soundorg,sfx_swtchn);
+		memset(&buttonlist[i],0,sizeof(button_t));
+	    }
+	}
+	
+}
+
+
+
+//
+// Special Stuff that can not be categorized
+//
+int EV_DoDonut(line_t*	line)
+{
+    sector_t*		s1;
+    sector_t*		s2;
+    sector_t*		s3;
+    int			secnum;
+    int			rtn;
+    int			i;
+    floormove_t*	floor;
+	
+    secnum = -1;
+    rtn = 0;
+    while ((secnum = P_FindSectorFromLineTag(line,secnum)) >= 0)
+    {
+	s1 = &sectors[secnum];
+		
+	// ALREADY MOVING?  IF SO, KEEP GOING...
+	if (s1->specialdata)
+	    continue;
+			
+	rtn = 1;
+	s2 = getNextSector(s1->lines[0],s1);
+	for (i = 0;i < s2->linecount;i++)
+	{
+	    if ((!s2->lines[i]->flags & ML_TWOSIDED) ||
+		(s2->lines[i]->backsector == s1))
+		continue;
+	    s3 = s2->lines[i]->backsector;
+	    
+	    //	Spawn rising slime
+	    floor = Z_Malloc (sizeof(*floor), PU_LEVSPEC, 0);
+	    P_AddThinker (&floor->thinker);
+	    s2->specialdata = floor;
+	    floor->thinker.function.acp1 = (actionf_p1) T_MoveFloor;
+	    floor->type = donutRaise;
+	    floor->crush = false;
+	    floor->direction = 1;
+	    floor->sector = s2;
+	    floor->speed = FLOORSPEED / 2;
+	    floor->texture = s3->floorpic;
+	    floor->newspecial = 0;
+	    floor->floordestheight = s3->floorheight;
+	    
+	    //	Spawn lowering donut-hole
+	    floor = Z_Malloc (sizeof(*floor), PU_LEVSPEC, 0);
+	    P_AddThinker (&floor->thinker);
+	    s1->specialdata = floor;
+	    floor->thinker.function.acp1 = (actionf_p1) T_MoveFloor;
+	    floor->type = lowerFloor;
+	    floor->crush = false;
+	    floor->direction = -1;
+	    floor->sector = s1;
+	    floor->speed = FLOORSPEED / 2;
+	    floor->floordestheight = s3->floorheight;
+	    break;
+	}
+    }
+    return rtn;
+}
+
+
+
+//
+// SPECIAL SPAWNING
+//
+
+//
+// P_SpawnSpecials
+// After the map has been loaded, scan for specials
+//  that spawn thinkers
+//
+short		numlinespecials;
+line_t*		linespeciallist[MAXLINEANIMS];
+
+
+// Parses command line parameters.
+void P_SpawnSpecials (void)
+{
+    sector_t*	sector;
+    int		i;
+    int		episode;
+
+    episode = 1;
+    if (W_CheckNumForName("texture2") >= 0)
+	episode = 2;
+
+    
+    // See if -TIMER needs to be used.
+    levelTimer = false;
+	
+    i = M_CheckParm("-avg");
+    if (i && deathmatch)
+    {
+	levelTimer = true;
+	levelTimeCount = 20 * 60 * 35;
+    }
+	
+    i = M_CheckParm("-timer");
+    if (i && deathmatch)
+    {
+	int	time;
+	time = atoi(myargv[i+1]) * 60 * 35;
+	levelTimer = true;
+	levelTimeCount = time;
+    }
+    
+    //	Init special SECTORs.
+    sector = sectors;
+    for (i=0 ; i<numsectors ; i++, sector++)
+    {
+	if (!sector->special)
+	    continue;
+	
+	switch (sector->special)
+	{
+	  case 1:
+	    // FLICKERING LIGHTS
+	    P_SpawnLightFlash (sector);
+	    break;
+
+	  case 2:
+	    // STROBE FAST
+	    P_SpawnStrobeFlash(sector,FASTDARK,0);
+	    break;
+	    
+	  case 3:
+	    // STROBE SLOW
+	    P_SpawnStrobeFlash(sector,SLOWDARK,0);
+	    break;
+	    
+	  case 4:
+	    // STROBE FAST/DEATH SLIME
+	    P_SpawnStrobeFlash(sector,FASTDARK,0);
+	    sector->special = 4;
+	    break;
+	    
+	  case 8:
+	    // GLOWING LIGHT
+	    P_SpawnGlowingLight(sector);
+	    break;
+	  case 9:
+	    // SECRET SECTOR
+	    totalsecret++;
+	    break;
+	    
+	  case 10:
+	    // DOOR CLOSE IN 30 SECONDS
+	    P_SpawnDoorCloseIn30 (sector);
+	    break;
+	    
+	  case 12:
+	    // SYNC STROBE SLOW
+	    P_SpawnStrobeFlash (sector, SLOWDARK, 1);
+	    break;
+
+	  case 13:
+	    // SYNC STROBE FAST
+	    P_SpawnStrobeFlash (sector, FASTDARK, 1);
+	    break;
+
+	  case 14:
+	    // DOOR RAISE IN 5 MINUTES
+	    P_SpawnDoorRaiseIn5Mins (sector, i);
+	    break;
+	    
+	  case 17:
+	    P_SpawnFireFlicker(sector);
+	    break;
+	}
+    }
+
+    
+    //	Init line EFFECTs
+    numlinespecials = 0;
+    for (i = 0;i < numlines; i++)
+    {
+	switch(lines[i].special)
+	{
+	  case 48:
+	    // EFFECT FIRSTCOL SCROLL+
+	    linespeciallist[numlinespecials] = &lines[i];
+	    numlinespecials++;
+	    break;
+	}
+    }
+
+    
+    //	Init other misc stuff
+    for (i = 0;i < MAXCEILINGS;i++)
+	activeceilings[i] = NULL;
+
+    for (i = 0;i < MAXPLATS;i++)
+	activeplats[i] = NULL;
+    
+    for (i = 0;i < MAXBUTTONS;i++)
+	memset(&buttonlist[i],0,sizeof(button_t));
+
+    // UNUSED: no horizonal sliders.
+    //	P_InitSlidingDoorFrames();
+}
--- /dev/null
+++ b/src/p_spec.h
@@ -1,0 +1,648 @@
+// Emacs style mode select   -*- C++ -*- 
+//-----------------------------------------------------------------------------
+//
+// $Id: p_spec.h 4 2005-07-23 16:19:41Z fraggle $
+//
+// Copyright (C) 1993-1996 by id Software, Inc.
+//
+// This source is available for distribution and/or modification
+// only under the terms of the DOOM Source Code License as
+// published by id Software. All rights reserved.
+//
+// The source is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
+// for more details.
+//
+// DESCRIPTION:  none
+//	Implements special effects:
+//	Texture animation, height or lighting changes
+//	 according to adjacent sectors, respective
+//	 utility functions, etc.
+//
+//-----------------------------------------------------------------------------
+
+
+#ifndef __P_SPEC__
+#define __P_SPEC__
+
+
+//
+// End-level timer (-TIMER option)
+//
+extern	boolean levelTimer;
+extern	int	levelTimeCount;
+
+
+//      Define values for map objects
+#define MO_TELEPORTMAN          14
+
+
+// at game start
+void    P_InitPicAnims (void);
+
+// at map load
+void    P_SpawnSpecials (void);
+
+// every tic
+void    P_UpdateSpecials (void);
+
+// when needed
+boolean
+P_UseSpecialLine
+( mobj_t*	thing,
+  line_t*	line,
+  int		side );
+
+void
+P_ShootSpecialLine
+( mobj_t*	thing,
+  line_t*	line );
+
+void
+P_CrossSpecialLine
+( int		linenum,
+  int		side,
+  mobj_t*	thing );
+
+void    P_PlayerInSpecialSector (player_t* player);
+
+int
+twoSided
+( int		sector,
+  int		line );
+
+sector_t*
+getSector
+( int		currentSector,
+  int		line,
+  int		side );
+
+side_t*
+getSide
+( int		currentSector,
+  int		line,
+  int		side );
+
+fixed_t P_FindLowestFloorSurrounding(sector_t* sec);
+fixed_t P_FindHighestFloorSurrounding(sector_t* sec);
+
+fixed_t
+P_FindNextHighestFloor
+( sector_t*	sec,
+  int		currentheight );
+
+fixed_t P_FindLowestCeilingSurrounding(sector_t* sec);
+fixed_t P_FindHighestCeilingSurrounding(sector_t* sec);
+
+int
+P_FindSectorFromLineTag
+( line_t*	line,
+  int		start );
+
+int
+P_FindMinSurroundingLight
+( sector_t*	sector,
+  int		max );
+
+sector_t*
+getNextSector
+( line_t*	line,
+  sector_t*	sec );
+
+
+//
+// SPECIAL
+//
+int EV_DoDonut(line_t* line);
+
+
+
+//
+// P_LIGHTS
+//
+typedef struct
+{
+    thinker_t	thinker;
+    sector_t*	sector;
+    int		count;
+    int		maxlight;
+    int		minlight;
+    
+} fireflicker_t;
+
+
+
+typedef struct
+{
+    thinker_t	thinker;
+    sector_t*	sector;
+    int		count;
+    int		maxlight;
+    int		minlight;
+    int		maxtime;
+    int		mintime;
+    
+} lightflash_t;
+
+
+
+typedef struct
+{
+    thinker_t	thinker;
+    sector_t*	sector;
+    int		count;
+    int		minlight;
+    int		maxlight;
+    int		darktime;
+    int		brighttime;
+    
+} strobe_t;
+
+
+
+
+typedef struct
+{
+    thinker_t	thinker;
+    sector_t*	sector;
+    int		minlight;
+    int		maxlight;
+    int		direction;
+
+} glow_t;
+
+
+#define GLOWSPEED			8
+#define STROBEBRIGHT		5
+#define FASTDARK			15
+#define SLOWDARK			35
+
+void    P_SpawnFireFlicker (sector_t* sector);
+void    T_LightFlash (lightflash_t* flash);
+void    P_SpawnLightFlash (sector_t* sector);
+void    T_StrobeFlash (strobe_t* flash);
+
+void
+P_SpawnStrobeFlash
+( sector_t*	sector,
+  int		fastOrSlow,
+  int		inSync );
+
+void    EV_StartLightStrobing(line_t* line);
+void    EV_TurnTagLightsOff(line_t* line);
+
+void
+EV_LightTurnOn
+( line_t*	line,
+  int		bright );
+
+void    T_Glow(glow_t* g);
+void    P_SpawnGlowingLight(sector_t* sector);
+
+
+
+
+//
+// P_SWITCH
+//
+typedef struct
+{
+    char	name1[9];
+    char	name2[9];
+    short	episode;
+    
+} switchlist_t;
+
+
+typedef enum
+{
+    top,
+    middle,
+    bottom
+
+} bwhere_e;
+
+
+typedef struct
+{
+    line_t*	line;
+    bwhere_e	where;
+    int		btexture;
+    int		btimer;
+    mobj_t*	soundorg;
+
+} button_t;
+
+
+
+
+ // max # of wall switches in a level
+#define MAXSWITCHES		50
+
+ // 4 players, 4 buttons each at once, max.
+#define MAXBUTTONS		16
+
+ // 1 second, in ticks. 
+#define BUTTONTIME      35             
+
+extern button_t	buttonlist[MAXBUTTONS]; 
+
+void
+P_ChangeSwitchTexture
+( line_t*	line,
+  int		useAgain );
+
+void P_InitSwitchList(void);
+
+
+//
+// P_PLATS
+//
+typedef enum
+{
+    up,
+    down,
+    waiting,
+    in_stasis
+
+} plat_e;
+
+
+
+typedef enum
+{
+    perpetualRaise,
+    downWaitUpStay,
+    raiseAndChange,
+    raiseToNearestAndChange,
+    blazeDWUS
+
+} plattype_e;
+
+
+
+typedef struct
+{
+    thinker_t	thinker;
+    sector_t*	sector;
+    fixed_t	speed;
+    fixed_t	low;
+    fixed_t	high;
+    int		wait;
+    int		count;
+    plat_e	status;
+    plat_e	oldstatus;
+    boolean	crush;
+    int		tag;
+    plattype_e	type;
+    
+} plat_t;
+
+
+
+#define PLATWAIT		3
+#define PLATSPEED		FRACUNIT
+#define MAXPLATS		30
+
+
+extern plat_t*	activeplats[MAXPLATS];
+
+void    T_PlatRaise(plat_t*	plat);
+
+int
+EV_DoPlat
+( line_t*	line,
+  plattype_e	type,
+  int		amount );
+
+void    P_AddActivePlat(plat_t* plat);
+void    P_RemoveActivePlat(plat_t* plat);
+void    EV_StopPlat(line_t* line);
+void    P_ActivateInStasis(int tag);
+
+
+//
+// P_DOORS
+//
+typedef enum
+{
+    normal,
+    close30ThenOpen,
+    close,
+    open,
+    raiseIn5Mins,
+    blazeRaise,
+    blazeOpen,
+    blazeClose
+
+} vldoor_e;
+
+
+
+typedef struct
+{
+    thinker_t	thinker;
+    vldoor_e	type;
+    sector_t*	sector;
+    fixed_t	topheight;
+    fixed_t	speed;
+
+    // 1 = up, 0 = waiting at top, -1 = down
+    int             direction;
+    
+    // tics to wait at the top
+    int             topwait;
+    // (keep in case a door going down is reset)
+    // when it reaches 0, start going down
+    int             topcountdown;
+    
+} vldoor_t;
+
+
+
+#define VDOORSPEED		FRACUNIT*2
+#define VDOORWAIT		150
+
+void
+EV_VerticalDoor
+( line_t*	line,
+  mobj_t*	thing );
+
+int
+EV_DoDoor
+( line_t*	line,
+  vldoor_e	type );
+
+int
+EV_DoLockedDoor
+( line_t*	line,
+  vldoor_e	type,
+  mobj_t*	thing );
+
+void    T_VerticalDoor (vldoor_t* door);
+void    P_SpawnDoorCloseIn30 (sector_t* sec);
+
+void
+P_SpawnDoorRaiseIn5Mins
+( sector_t*	sec,
+  int		secnum );
+
+
+
+#if 0 // UNUSED
+//
+//      Sliding doors...
+//
+typedef enum
+{
+    sd_opening,
+    sd_waiting,
+    sd_closing
+
+} sd_e;
+
+
+
+typedef enum
+{
+    sdt_openOnly,
+    sdt_closeOnly,
+    sdt_openAndClose
+
+} sdt_e;
+
+
+
+
+typedef struct
+{
+    thinker_t	thinker;
+    sdt_e	type;
+    line_t*	line;
+    int		frame;
+    int		whichDoorIndex;
+    int		timer;
+    sector_t*	frontsector;
+    sector_t*	backsector;
+    sd_e	 status;
+
+} slidedoor_t;
+
+
+
+typedef struct
+{
+    char	frontFrame1[9];
+    char	frontFrame2[9];
+    char	frontFrame3[9];
+    char	frontFrame4[9];
+    char	backFrame1[9];
+    char	backFrame2[9];
+    char	backFrame3[9];
+    char	backFrame4[9];
+    
+} slidename_t;
+
+
+
+typedef struct
+{
+    int             frontFrames[4];
+    int             backFrames[4];
+
+} slideframe_t;
+
+
+
+// how many frames of animation
+#define SNUMFRAMES		4
+
+#define SDOORWAIT		35*3
+#define SWAITTICS		4
+
+// how many diff. types of anims
+#define MAXSLIDEDOORS	5                            
+
+void P_InitSlidingDoorFrames(void);
+
+void
+EV_SlidingDoor
+( line_t*	line,
+  mobj_t*	thing );
+#endif
+
+
+
+//
+// P_CEILNG
+//
+typedef enum
+{
+    lowerToFloor,
+    raiseToHighest,
+    lowerAndCrush,
+    crushAndRaise,
+    fastCrushAndRaise,
+    silentCrushAndRaise
+
+} ceiling_e;
+
+
+
+typedef struct
+{
+    thinker_t	thinker;
+    ceiling_e	type;
+    sector_t*	sector;
+    fixed_t	bottomheight;
+    fixed_t	topheight;
+    fixed_t	speed;
+    boolean	crush;
+
+    // 1 = up, 0 = waiting, -1 = down
+    int		direction;
+
+    // ID
+    int		tag;                   
+    int		olddirection;
+    
+} ceiling_t;
+
+
+
+
+
+#define CEILSPEED		FRACUNIT
+#define CEILWAIT		150
+#define MAXCEILINGS		30
+
+extern ceiling_t*	activeceilings[MAXCEILINGS];
+
+int
+EV_DoCeiling
+( line_t*	line,
+  ceiling_e	type );
+
+void    T_MoveCeiling (ceiling_t* ceiling);
+void    P_AddActiveCeiling(ceiling_t* c);
+void    P_RemoveActiveCeiling(ceiling_t* c);
+int	EV_CeilingCrushStop(line_t* line);
+void    P_ActivateInStasisCeiling(line_t* line);
+
+
+//
+// P_FLOOR
+//
+typedef enum
+{
+    // lower floor to highest surrounding floor
+    lowerFloor,
+    
+    // lower floor to lowest surrounding floor
+    lowerFloorToLowest,
+    
+    // lower floor to highest surrounding floor VERY FAST
+    turboLower,
+    
+    // raise floor to lowest surrounding CEILING
+    raiseFloor,
+    
+    // raise floor to next highest surrounding floor
+    raiseFloorToNearest,
+
+    // raise floor to shortest height texture around it
+    raiseToTexture,
+    
+    // lower floor to lowest surrounding floor
+    //  and change floorpic
+    lowerAndChange,
+  
+    raiseFloor24,
+    raiseFloor24AndChange,
+    raiseFloorCrush,
+
+     // raise to next highest floor, turbo-speed
+    raiseFloorTurbo,       
+    donutRaise,
+    raiseFloor512
+    
+} floor_e;
+
+
+
+
+typedef enum
+{
+    build8,	// slowly build by 8
+    turbo16	// quickly build by 16
+    
+} stair_e;
+
+
+
+typedef struct
+{
+    thinker_t	thinker;
+    floor_e	type;
+    boolean	crush;
+    sector_t*	sector;
+    int		direction;
+    int		newspecial;
+    short	texture;
+    fixed_t	floordestheight;
+    fixed_t	speed;
+
+} floormove_t;
+
+
+
+#define FLOORSPEED		FRACUNIT
+
+typedef enum
+{
+    ok,
+    crushed,
+    pastdest
+    
+} result_e;
+
+result_e
+T_MovePlane
+( sector_t*	sector,
+  fixed_t	speed,
+  fixed_t	dest,
+  boolean	crush,
+  int		floorOrCeiling,
+  int		direction );
+
+int
+EV_BuildStairs
+( line_t*	line,
+  stair_e	type );
+
+int
+EV_DoFloor
+( line_t*	line,
+  floor_e	floortype );
+
+void T_MoveFloor( floormove_t* floor);
+
+//
+// P_TELEPT
+//
+int
+EV_Teleport
+( line_t*	line,
+  int		side,
+  mobj_t*	thing );
+
+#endif
+//-----------------------------------------------------------------------------
+//
+// $Log$
+// Revision 1.1  2005/07/23 16:19:51  fraggle
+// Initial revision
+//
+//
+//-----------------------------------------------------------------------------
--- /dev/null
+++ b/src/p_switch.c
@@ -1,0 +1,657 @@
+// Emacs style mode select   -*- C++ -*- 
+//-----------------------------------------------------------------------------
+//
+// $Id: p_switch.c 4 2005-07-23 16:19:41Z fraggle $
+//
+// Copyright (C) 1993-1996 by id Software, Inc.
+//
+// This source is available for distribution and/or modification
+// only under the terms of the DOOM Source Code License as
+// published by id Software. All rights reserved.
+//
+// The source is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
+// for more details.
+//
+//
+// $Log$
+// Revision 1.1  2005/07/23 16:19:54  fraggle
+// Initial revision
+//
+//
+// DESCRIPTION:
+//	Switches, buttons. Two-state animation. Exits.
+//
+//-----------------------------------------------------------------------------
+
+static const char
+rcsid[] = "$Id: p_switch.c 4 2005-07-23 16:19:41Z fraggle $";
+
+
+#include "i_system.h"
+#include "doomdef.h"
+#include "p_local.h"
+
+#include "g_game.h"
+
+#include "s_sound.h"
+
+// Data.
+#include "sounds.h"
+
+// State.
+#include "doomstat.h"
+#include "r_state.h"
+
+
+//
+// CHANGE THE TEXTURE OF A WALL SWITCH TO ITS OPPOSITE
+//
+switchlist_t alphSwitchList[] =
+{
+    // Doom shareware episode 1 switches
+    {"SW1BRCOM",	"SW2BRCOM",	1},
+    {"SW1BRN1",	"SW2BRN1",	1},
+    {"SW1BRN2",	"SW2BRN2",	1},
+    {"SW1BRNGN",	"SW2BRNGN",	1},
+    {"SW1BROWN",	"SW2BROWN",	1},
+    {"SW1COMM",	"SW2COMM",	1},
+    {"SW1COMP",	"SW2COMP",	1},
+    {"SW1DIRT",	"SW2DIRT",	1},
+    {"SW1EXIT",	"SW2EXIT",	1},
+    {"SW1GRAY",	"SW2GRAY",	1},
+    {"SW1GRAY1",	"SW2GRAY1",	1},
+    {"SW1METAL",	"SW2METAL",	1},
+    {"SW1PIPE",	"SW2PIPE",	1},
+    {"SW1SLAD",	"SW2SLAD",	1},
+    {"SW1STARG",	"SW2STARG",	1},
+    {"SW1STON1",	"SW2STON1",	1},
+    {"SW1STON2",	"SW2STON2",	1},
+    {"SW1STONE",	"SW2STONE",	1},
+    {"SW1STRTN",	"SW2STRTN",	1},
+    
+    // Doom registered episodes 2&3 switches
+    {"SW1BLUE",	"SW2BLUE",	2},
+    {"SW1CMT",		"SW2CMT",	2},
+    {"SW1GARG",	"SW2GARG",	2},
+    {"SW1GSTON",	"SW2GSTON",	2},
+    {"SW1HOT",		"SW2HOT",	2},
+    {"SW1LION",	"SW2LION",	2},
+    {"SW1SATYR",	"SW2SATYR",	2},
+    {"SW1SKIN",	"SW2SKIN",	2},
+    {"SW1VINE",	"SW2VINE",	2},
+    {"SW1WOOD",	"SW2WOOD",	2},
+    
+    // Doom II switches
+    {"SW1PANEL",	"SW2PANEL",	3},
+    {"SW1ROCK",	"SW2ROCK",	3},
+    {"SW1MET2",	"SW2MET2",	3},
+    {"SW1WDMET",	"SW2WDMET",	3},
+    {"SW1BRIK",	"SW2BRIK",	3},
+    {"SW1MOD1",	"SW2MOD1",	3},
+    {"SW1ZIM",		"SW2ZIM",	3},
+    {"SW1STON6",	"SW2STON6",	3},
+    {"SW1TEK",		"SW2TEK",	3},
+    {"SW1MARB",	"SW2MARB",	3},
+    {"SW1SKULL",	"SW2SKULL",	3},
+	
+    {"\0",		"\0",		0}
+};
+
+int		switchlist[MAXSWITCHES * 2];
+int		numswitches;
+button_t        buttonlist[MAXBUTTONS];
+
+//
+// P_InitSwitchList
+// Only called at game initialization.
+//
+void P_InitSwitchList(void)
+{
+    int		i;
+    int		index;
+    int		episode;
+	
+    episode = 1;
+
+    if (gamemode == registered)
+	episode = 2;
+    else
+	if ( gamemode == commercial )
+	    episode = 3;
+		
+    for (index = 0,i = 0;i < MAXSWITCHES;i++)
+    {
+	if (!alphSwitchList[i].episode)
+	{
+	    numswitches = index/2;
+	    switchlist[index] = -1;
+	    break;
+	}
+		
+	if (alphSwitchList[i].episode <= episode)
+	{
+#if 0	// UNUSED - debug?
+	    int		value;
+			
+	    if (R_CheckTextureNumForName(alphSwitchList[i].name1) < 0)
+	    {
+		I_Error("Can't find switch texture '%s'!",
+			alphSwitchList[i].name1);
+		continue;
+	    }
+	    
+	    value = R_TextureNumForName(alphSwitchList[i].name1);
+#endif
+	    switchlist[index++] = R_TextureNumForName(alphSwitchList[i].name1);
+	    switchlist[index++] = R_TextureNumForName(alphSwitchList[i].name2);
+	}
+    }
+}
+
+
+//
+// Start a button counting down till it turns off.
+//
+void
+P_StartButton
+( line_t*	line,
+  bwhere_e	w,
+  int		texture,
+  int		time )
+{
+    int		i;
+    
+    // See if button is already pressed
+    for (i = 0;i < MAXBUTTONS;i++)
+    {
+	if (buttonlist[i].btimer
+	    && buttonlist[i].line == line)
+	{
+	    
+	    return;
+	}
+    }
+    
+
+    
+    for (i = 0;i < MAXBUTTONS;i++)
+    {
+	if (!buttonlist[i].btimer)
+	{
+	    buttonlist[i].line = line;
+	    buttonlist[i].where = w;
+	    buttonlist[i].btexture = texture;
+	    buttonlist[i].btimer = time;
+	    buttonlist[i].soundorg = (mobj_t *)&line->frontsector->soundorg;
+	    return;
+	}
+    }
+    
+    I_Error("P_StartButton: no button slots left!");
+}
+
+
+
+
+
+//
+// Function that changes wall texture.
+// Tell it if switch is ok to use again (1=yes, it's a button).
+//
+void
+P_ChangeSwitchTexture
+( line_t*	line,
+  int 		useAgain )
+{
+    int     texTop;
+    int     texMid;
+    int     texBot;
+    int     i;
+    int     sound;
+	
+    if (!useAgain)
+	line->special = 0;
+
+    texTop = sides[line->sidenum[0]].toptexture;
+    texMid = sides[line->sidenum[0]].midtexture;
+    texBot = sides[line->sidenum[0]].bottomtexture;
+	
+    sound = sfx_swtchn;
+
+    // EXIT SWITCH?
+    if (line->special == 11)                
+	sound = sfx_swtchx;
+	
+    for (i = 0;i < numswitches*2;i++)
+    {
+	if (switchlist[i] == texTop)
+	{
+	    S_StartSound(buttonlist->soundorg,sound);
+	    sides[line->sidenum[0]].toptexture = switchlist[i^1];
+
+	    if (useAgain)
+		P_StartButton(line,top,switchlist[i],BUTTONTIME);
+
+	    return;
+	}
+	else
+	{
+	    if (switchlist[i] == texMid)
+	    {
+		S_StartSound(buttonlist->soundorg,sound);
+		sides[line->sidenum[0]].midtexture = switchlist[i^1];
+
+		if (useAgain)
+		    P_StartButton(line, middle,switchlist[i],BUTTONTIME);
+
+		return;
+	    }
+	    else
+	    {
+		if (switchlist[i] == texBot)
+		{
+		    S_StartSound(buttonlist->soundorg,sound);
+		    sides[line->sidenum[0]].bottomtexture = switchlist[i^1];
+
+		    if (useAgain)
+			P_StartButton(line, bottom,switchlist[i],BUTTONTIME);
+
+		    return;
+		}
+	    }
+	}
+    }
+}
+
+
+
+
+
+
+//
+// P_UseSpecialLine
+// Called when a thing uses a special line.
+// Only the front sides of lines are usable.
+//
+boolean
+P_UseSpecialLine
+( mobj_t*	thing,
+  line_t*	line,
+  int		side )
+{               
+
+    // Err...
+    // Use the back sides of VERY SPECIAL lines...
+    if (side)
+    {
+	switch(line->special)
+	{
+	  case 124:
+	    // Sliding door open&close
+	    // UNUSED?
+	    break;
+
+	  default:
+	    return false;
+	    break;
+	}
+    }
+
+    
+    // Switches that other things can activate.
+    if (!thing->player)
+    {
+	// never open secret doors
+	if (line->flags & ML_SECRET)
+	    return false;
+	
+	switch(line->special)
+	{
+	  case 1: 	// MANUAL DOOR RAISE
+	  case 32:	// MANUAL BLUE
+	  case 33:	// MANUAL RED
+	  case 34:	// MANUAL YELLOW
+	    break;
+	    
+	  default:
+	    return false;
+	    break;
+	}
+    }
+
+    
+    // do something  
+    switch (line->special)
+    {
+	// MANUALS
+      case 1:		// Vertical Door
+      case 26:		// Blue Door/Locked
+      case 27:		// Yellow Door /Locked
+      case 28:		// Red Door /Locked
+
+      case 31:		// Manual door open
+      case 32:		// Blue locked door open
+      case 33:		// Red locked door open
+      case 34:		// Yellow locked door open
+
+      case 117:		// Blazing door raise
+      case 118:		// Blazing door open
+	EV_VerticalDoor (line, thing);
+	break;
+	
+	//UNUSED - Door Slide Open&Close
+	// case 124:
+	// EV_SlidingDoor (line, thing);
+	// break;
+
+	// SWITCHES
+      case 7:
+	// Build Stairs
+	if (EV_BuildStairs(line,build8))
+	    P_ChangeSwitchTexture(line,0);
+	break;
+
+      case 9:
+	// Change Donut
+	if (EV_DoDonut(line))
+	    P_ChangeSwitchTexture(line,0);
+	break;
+	
+      case 11:
+	// Exit level
+	P_ChangeSwitchTexture(line,0);
+	G_ExitLevel ();
+	break;
+	
+      case 14:
+	// Raise Floor 32 and change texture
+	if (EV_DoPlat(line,raiseAndChange,32))
+	    P_ChangeSwitchTexture(line,0);
+	break;
+	
+      case 15:
+	// Raise Floor 24 and change texture
+	if (EV_DoPlat(line,raiseAndChange,24))
+	    P_ChangeSwitchTexture(line,0);
+	break;
+	
+      case 18:
+	// Raise Floor to next highest floor
+	if (EV_DoFloor(line, raiseFloorToNearest))
+	    P_ChangeSwitchTexture(line,0);
+	break;
+	
+      case 20:
+	// Raise Plat next highest floor and change texture
+	if (EV_DoPlat(line,raiseToNearestAndChange,0))
+	    P_ChangeSwitchTexture(line,0);
+	break;
+	
+      case 21:
+	// PlatDownWaitUpStay
+	if (EV_DoPlat(line,downWaitUpStay,0))
+	    P_ChangeSwitchTexture(line,0);
+	break;
+	
+      case 23:
+	// Lower Floor to Lowest
+	if (EV_DoFloor(line,lowerFloorToLowest))
+	    P_ChangeSwitchTexture(line,0);
+	break;
+	
+      case 29:
+	// Raise Door
+	if (EV_DoDoor(line,normal))
+	    P_ChangeSwitchTexture(line,0);
+	break;
+	
+      case 41:
+	// Lower Ceiling to Floor
+	if (EV_DoCeiling(line,lowerToFloor))
+	    P_ChangeSwitchTexture(line,0);
+	break;
+	
+      case 71:
+	// Turbo Lower Floor
+	if (EV_DoFloor(line,turboLower))
+	    P_ChangeSwitchTexture(line,0);
+	break;
+	
+      case 49:
+	// Ceiling Crush And Raise
+	if (EV_DoCeiling(line,crushAndRaise))
+	    P_ChangeSwitchTexture(line,0);
+	break;
+	
+      case 50:
+	// Close Door
+	if (EV_DoDoor(line,close))
+	    P_ChangeSwitchTexture(line,0);
+	break;
+	
+      case 51:
+	// Secret EXIT
+	P_ChangeSwitchTexture(line,0);
+	G_SecretExitLevel ();
+	break;
+	
+      case 55:
+	// Raise Floor Crush
+	if (EV_DoFloor(line,raiseFloorCrush))
+	    P_ChangeSwitchTexture(line,0);
+	break;
+	
+      case 101:
+	// Raise Floor
+	if (EV_DoFloor(line,raiseFloor))
+	    P_ChangeSwitchTexture(line,0);
+	break;
+	
+      case 102:
+	// Lower Floor to Surrounding floor height
+	if (EV_DoFloor(line,lowerFloor))
+	    P_ChangeSwitchTexture(line,0);
+	break;
+	
+      case 103:
+	// Open Door
+	if (EV_DoDoor(line,open))
+	    P_ChangeSwitchTexture(line,0);
+	break;
+	
+      case 111:
+	// Blazing Door Raise (faster than TURBO!)
+	if (EV_DoDoor (line,blazeRaise))
+	    P_ChangeSwitchTexture(line,0);
+	break;
+	
+      case 112:
+	// Blazing Door Open (faster than TURBO!)
+	if (EV_DoDoor (line,blazeOpen))
+	    P_ChangeSwitchTexture(line,0);
+	break;
+	
+      case 113:
+	// Blazing Door Close (faster than TURBO!)
+	if (EV_DoDoor (line,blazeClose))
+	    P_ChangeSwitchTexture(line,0);
+	break;
+	
+      case 122:
+	// Blazing PlatDownWaitUpStay
+	if (EV_DoPlat(line,blazeDWUS,0))
+	    P_ChangeSwitchTexture(line,0);
+	break;
+	
+      case 127:
+	// Build Stairs Turbo 16
+	if (EV_BuildStairs(line,turbo16))
+	    P_ChangeSwitchTexture(line,0);
+	break;
+	
+      case 131:
+	// Raise Floor Turbo
+	if (EV_DoFloor(line,raiseFloorTurbo))
+	    P_ChangeSwitchTexture(line,0);
+	break;
+	
+      case 133:
+	// BlzOpenDoor BLUE
+      case 135:
+	// BlzOpenDoor RED
+      case 137:
+	// BlzOpenDoor YELLOW
+	if (EV_DoLockedDoor (line,blazeOpen,thing))
+	    P_ChangeSwitchTexture(line,0);
+	break;
+	
+      case 140:
+	// Raise Floor 512
+	if (EV_DoFloor(line,raiseFloor512))
+	    P_ChangeSwitchTexture(line,0);
+	break;
+	
+	// BUTTONS
+      case 42:
+	// Close Door
+	if (EV_DoDoor(line,close))
+	    P_ChangeSwitchTexture(line,1);
+	break;
+	
+      case 43:
+	// Lower Ceiling to Floor
+	if (EV_DoCeiling(line,lowerToFloor))
+	    P_ChangeSwitchTexture(line,1);
+	break;
+	
+      case 45:
+	// Lower Floor to Surrounding floor height
+	if (EV_DoFloor(line,lowerFloor))
+	    P_ChangeSwitchTexture(line,1);
+	break;
+	
+      case 60:
+	// Lower Floor to Lowest
+	if (EV_DoFloor(line,lowerFloorToLowest))
+	    P_ChangeSwitchTexture(line,1);
+	break;
+	
+      case 61:
+	// Open Door
+	if (EV_DoDoor(line,open))
+	    P_ChangeSwitchTexture(line,1);
+	break;
+	
+      case 62:
+	// PlatDownWaitUpStay
+	if (EV_DoPlat(line,downWaitUpStay,1))
+	    P_ChangeSwitchTexture(line,1);
+	break;
+	
+      case 63:
+	// Raise Door
+	if (EV_DoDoor(line,normal))
+	    P_ChangeSwitchTexture(line,1);
+	break;
+	
+      case 64:
+	// Raise Floor to ceiling
+	if (EV_DoFloor(line,raiseFloor))
+	    P_ChangeSwitchTexture(line,1);
+	break;
+	
+      case 66:
+	// Raise Floor 24 and change texture
+	if (EV_DoPlat(line,raiseAndChange,24))
+	    P_ChangeSwitchTexture(line,1);
+	break;
+	
+      case 67:
+	// Raise Floor 32 and change texture
+	if (EV_DoPlat(line,raiseAndChange,32))
+	    P_ChangeSwitchTexture(line,1);
+	break;
+	
+      case 65:
+	// Raise Floor Crush
+	if (EV_DoFloor(line,raiseFloorCrush))
+	    P_ChangeSwitchTexture(line,1);
+	break;
+	
+      case 68:
+	// Raise Plat to next highest floor and change texture
+	if (EV_DoPlat(line,raiseToNearestAndChange,0))
+	    P_ChangeSwitchTexture(line,1);
+	break;
+	
+      case 69:
+	// Raise Floor to next highest floor
+	if (EV_DoFloor(line, raiseFloorToNearest))
+	    P_ChangeSwitchTexture(line,1);
+	break;
+	
+      case 70:
+	// Turbo Lower Floor
+	if (EV_DoFloor(line,turboLower))
+	    P_ChangeSwitchTexture(line,1);
+	break;
+	
+      case 114:
+	// Blazing Door Raise (faster than TURBO!)
+	if (EV_DoDoor (line,blazeRaise))
+	    P_ChangeSwitchTexture(line,1);
+	break;
+	
+      case 115:
+	// Blazing Door Open (faster than TURBO!)
+	if (EV_DoDoor (line,blazeOpen))
+	    P_ChangeSwitchTexture(line,1);
+	break;
+	
+      case 116:
+	// Blazing Door Close (faster than TURBO!)
+	if (EV_DoDoor (line,blazeClose))
+	    P_ChangeSwitchTexture(line,1);
+	break;
+	
+      case 123:
+	// Blazing PlatDownWaitUpStay
+	if (EV_DoPlat(line,blazeDWUS,0))
+	    P_ChangeSwitchTexture(line,1);
+	break;
+	
+      case 132:
+	// Raise Floor Turbo
+	if (EV_DoFloor(line,raiseFloorTurbo))
+	    P_ChangeSwitchTexture(line,1);
+	break;
+	
+      case 99:
+	// BlzOpenDoor BLUE
+      case 134:
+	// BlzOpenDoor RED
+      case 136:
+	// BlzOpenDoor YELLOW
+	if (EV_DoLockedDoor (line,blazeOpen,thing))
+	    P_ChangeSwitchTexture(line,1);
+	break;
+	
+      case 138:
+	// Light Turn On
+	EV_LightTurnOn(line,255);
+	P_ChangeSwitchTexture(line,1);
+	break;
+	
+      case 139:
+	// Light Turn Off
+	EV_LightTurnOn(line,35);
+	P_ChangeSwitchTexture(line,1);
+	break;
+			
+    }
+	
+    return true;
+}
+
--- /dev/null
+++ b/src/p_telept.c
@@ -1,0 +1,135 @@
+// Emacs style mode select   -*- C++ -*- 
+//-----------------------------------------------------------------------------
+//
+// $Id: p_telept.c 4 2005-07-23 16:19:41Z fraggle $
+//
+// Copyright (C) 1993-1996 by id Software, Inc.
+//
+// This source is available for distribution and/or modification
+// only under the terms of the DOOM Source Code License as
+// published by id Software. All rights reserved.
+//
+// The source is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
+// for more details.
+//
+// $Log$
+// Revision 1.1  2005/07/23 16:19:54  fraggle
+// Initial revision
+//
+//
+// DESCRIPTION:
+//	Teleportation.
+//
+//-----------------------------------------------------------------------------
+
+static const char
+rcsid[] = "$Id: p_telept.c 4 2005-07-23 16:19:41Z fraggle $";
+
+
+
+#include "doomdef.h"
+
+#include "s_sound.h"
+
+#include "p_local.h"
+
+
+// Data.
+#include "sounds.h"
+
+// State.
+#include "r_state.h"
+
+
+
+//
+// TELEPORTATION
+//
+int
+EV_Teleport
+( line_t*	line,
+  int		side,
+  mobj_t*	thing )
+{
+    int		i;
+    int		tag;
+    mobj_t*	m;
+    mobj_t*	fog;
+    unsigned	an;
+    thinker_t*	thinker;
+    sector_t*	sector;
+    fixed_t	oldx;
+    fixed_t	oldy;
+    fixed_t	oldz;
+
+    // don't teleport missiles
+    if (thing->flags & MF_MISSILE)
+	return 0;		
+
+    // Don't teleport if hit back of line,
+    //  so you can get out of teleporter.
+    if (side == 1)		
+	return 0;	
+
+    
+    tag = line->tag;
+    for (i = 0; i < numsectors; i++)
+    {
+	if (sectors[ i ].tag == tag )
+	{
+	    thinker = thinkercap.next;
+	    for (thinker = thinkercap.next;
+		 thinker != &thinkercap;
+		 thinker = thinker->next)
+	    {
+		// not a mobj
+		if (thinker->function.acp1 != (actionf_p1)P_MobjThinker)
+		    continue;	
+
+		m = (mobj_t *)thinker;
+		
+		// not a teleportman
+		if (m->type != MT_TELEPORTMAN )
+		    continue;		
+
+		sector = m->subsector->sector;
+		// wrong sector
+		if (sector-sectors != i )
+		    continue;	
+
+		oldx = thing->x;
+		oldy = thing->y;
+		oldz = thing->z;
+				
+		if (!P_TeleportMove (thing, m->x, m->y))
+		    return 0;
+		
+		thing->z = thing->floorz;  //fixme: not needed?
+		if (thing->player)
+		    thing->player->viewz = thing->z+thing->player->viewheight;
+				
+		// spawn teleport fog at source and destination
+		fog = P_SpawnMobj (oldx, oldy, oldz, MT_TFOG);
+		S_StartSound (fog, sfx_telept);
+		an = m->angle >> ANGLETOFINESHIFT;
+		fog = P_SpawnMobj (m->x+20*finecosine[an], m->y+20*finesine[an]
+				   , thing->z, MT_TFOG);
+
+		// emit sound, where?
+		S_StartSound (fog, sfx_telept);
+		
+		// don't move for a bit
+		if (thing->player)
+		    thing->reactiontime = 18;	
+
+		thing->angle = m->angle;
+		thing->momx = thing->momy = thing->momz = 0;
+		return 1;
+	    }	
+	}
+    }
+    return 0;
+}
+
--- /dev/null
+++ b/src/p_tick.c
@@ -1,0 +1,161 @@
+// Emacs style mode select   -*- C++ -*- 
+//-----------------------------------------------------------------------------
+//
+// $Id: p_tick.c 4 2005-07-23 16:19:41Z fraggle $
+//
+// Copyright (C) 1993-1996 by id Software, Inc.
+//
+// This source is available for distribution and/or modification
+// only under the terms of the DOOM Source Code License as
+// published by id Software. All rights reserved.
+//
+// The source is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
+// for more details.
+//
+// $Log$
+// Revision 1.1  2005/07/23 16:19:51  fraggle
+// Initial revision
+//
+//
+// DESCRIPTION:
+//	Archiving: SaveGame I/O.
+//	Thinker, Ticker.
+//
+//-----------------------------------------------------------------------------
+
+static const char
+rcsid[] = "$Id: p_tick.c 4 2005-07-23 16:19:41Z fraggle $";
+
+#include "z_zone.h"
+#include "p_local.h"
+
+#include "doomstat.h"
+
+
+int	leveltime;
+
+//
+// THINKERS
+// All thinkers should be allocated by Z_Malloc
+// so they can be operated on uniformly.
+// The actual structures will vary in size,
+// but the first element must be thinker_t.
+//
+
+
+
+// Both the head and tail of the thinker list.
+thinker_t	thinkercap;
+
+
+//
+// P_InitThinkers
+//
+void P_InitThinkers (void)
+{
+    thinkercap.prev = thinkercap.next  = &thinkercap;
+}
+
+
+
+
+//
+// P_AddThinker
+// Adds a new thinker at the end of the list.
+//
+void P_AddThinker (thinker_t* thinker)
+{
+    thinkercap.prev->next = thinker;
+    thinker->next = &thinkercap;
+    thinker->prev = thinkercap.prev;
+    thinkercap.prev = thinker;
+}
+
+
+
+//
+// P_RemoveThinker
+// Deallocation is lazy -- it will not actually be freed
+// until its thinking turn comes up.
+//
+void P_RemoveThinker (thinker_t* thinker)
+{
+  // FIXME: NOP.
+  thinker->function.acv = (actionf_v)(-1);
+}
+
+
+
+//
+// P_AllocateThinker
+// Allocates memory and adds a new thinker at the end of the list.
+//
+void P_AllocateThinker (thinker_t*	thinker)
+{
+}
+
+
+
+//
+// P_RunThinkers
+//
+void P_RunThinkers (void)
+{
+    thinker_t*	currentthinker;
+
+    currentthinker = thinkercap.next;
+    while (currentthinker != &thinkercap)
+    {
+	if ( currentthinker->function.acv == (actionf_v)(-1) )
+	{
+	    // time to remove it
+	    currentthinker->next->prev = currentthinker->prev;
+	    currentthinker->prev->next = currentthinker->next;
+	    Z_Free (currentthinker);
+	}
+	else
+	{
+	    if (currentthinker->function.acp1)
+		currentthinker->function.acp1 (currentthinker);
+	}
+	currentthinker = currentthinker->next;
+    }
+}
+
+
+
+//
+// P_Ticker
+//
+
+void P_Ticker (void)
+{
+    int		i;
+    
+    // run the tic
+    if (paused)
+	return;
+		
+    // pause if in menu and at least one tic has been run
+    if ( !netgame
+	 && menuactive
+	 && !demoplayback
+	 && players[consoleplayer].viewz != 1)
+    {
+	return;
+    }
+    
+		
+    for (i=0 ; i<MAXPLAYERS ; i++)
+	if (playeringame[i])
+	    P_PlayerThink (&players[i]);
+			
+    P_RunThinkers ();
+    P_UpdateSpecials ();
+    P_RespawnSpecials ();
+
+    // for par times
+    leveltime++;	
+}
--- /dev/null
+++ b/src/p_tick.h
@@ -1,0 +1,47 @@
+// Emacs style mode select   -*- C++ -*- 
+//-----------------------------------------------------------------------------
+//
+// $Id: p_tick.h 4 2005-07-23 16:19:41Z fraggle $
+//
+// Copyright (C) 1993-1996 by id Software, Inc.
+//
+// This source is available for distribution and/or modification
+// only under the terms of the DOOM Source Code License as
+// published by id Software. All rights reserved.
+//
+// The source is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
+// for more details.
+//
+// DESCRIPTION:
+//	?
+//
+//-----------------------------------------------------------------------------
+
+
+#ifndef __P_TICK__
+#define __P_TICK__
+
+
+#ifdef __GNUG__
+#pragma interface
+#endif
+
+
+// Called by C_Ticker,
+// can call G_PlayerExited.
+// Carries out all thinking of monsters and players.
+void P_Ticker (void);
+
+
+
+#endif
+//-----------------------------------------------------------------------------
+//
+// $Log$
+// Revision 1.1  2005/07/23 16:19:51  fraggle
+// Initial revision
+//
+//
+//-----------------------------------------------------------------------------
--- /dev/null
+++ b/src/p_user.c
@@ -1,0 +1,389 @@
+// Emacs style mode select   -*- C++ -*- 
+//-----------------------------------------------------------------------------
+//
+// $Id: p_user.c 4 2005-07-23 16:19:41Z fraggle $
+//
+// Copyright (C) 1993-1996 by id Software, Inc.
+//
+// This source is available for distribution and/or modification
+// only under the terms of the DOOM Source Code License as
+// published by id Software. All rights reserved.
+//
+// The source is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
+// for more details.
+//
+// $Log$
+// Revision 1.1  2005/07/23 16:19:54  fraggle
+// Initial revision
+//
+//
+// DESCRIPTION:
+//	Player related stuff.
+//	Bobbing POV/weapon, movement.
+//	Pending weapon.
+//
+//-----------------------------------------------------------------------------
+
+
+static const char
+rcsid[] = "$Id: p_user.c 4 2005-07-23 16:19:41Z fraggle $";
+
+
+#include "doomdef.h"
+#include "d_event.h"
+
+#include "p_local.h"
+
+#include "doomstat.h"
+
+
+
+// Index of the special effects (INVUL inverse) map.
+#define INVERSECOLORMAP		32
+
+
+//
+// Movement.
+//
+
+// 16 pixels of bob
+#define MAXBOB	0x100000	
+
+boolean		onground;
+
+
+//
+// P_Thrust
+// Moves the given origin along a given angle.
+//
+void
+P_Thrust
+( player_t*	player,
+  angle_t	angle,
+  fixed_t	move ) 
+{
+    angle >>= ANGLETOFINESHIFT;
+    
+    player->mo->momx += FixedMul(move,finecosine[angle]); 
+    player->mo->momy += FixedMul(move,finesine[angle]);
+}
+
+
+
+
+//
+// P_CalcHeight
+// Calculate the walking / running height adjustment
+//
+void P_CalcHeight (player_t* player) 
+{
+    int		angle;
+    fixed_t	bob;
+    
+    // Regular movement bobbing
+    // (needs to be calculated for gun swing
+    // even if not on ground)
+    // OPTIMIZE: tablify angle
+    // Note: a LUT allows for effects
+    //  like a ramp with low health.
+    player->bob =
+	FixedMul (player->mo->momx, player->mo->momx)
+	+ FixedMul (player->mo->momy,player->mo->momy);
+    
+    player->bob >>= 2;
+
+    if (player->bob>MAXBOB)
+	player->bob = MAXBOB;
+
+    if ((player->cheats & CF_NOMOMENTUM) || !onground)
+    {
+	player->viewz = player->mo->z + VIEWHEIGHT;
+
+	if (player->viewz > player->mo->ceilingz-4*FRACUNIT)
+	    player->viewz = player->mo->ceilingz-4*FRACUNIT;
+
+	player->viewz = player->mo->z + player->viewheight;
+	return;
+    }
+		
+    angle = (FINEANGLES/20*leveltime)&FINEMASK;
+    bob = FixedMul ( player->bob/2, finesine[angle]);
+
+    
+    // move viewheight
+    if (player->playerstate == PST_LIVE)
+    {
+	player->viewheight += player->deltaviewheight;
+
+	if (player->viewheight > VIEWHEIGHT)
+	{
+	    player->viewheight = VIEWHEIGHT;
+	    player->deltaviewheight = 0;
+	}
+
+	if (player->viewheight < VIEWHEIGHT/2)
+	{
+	    player->viewheight = VIEWHEIGHT/2;
+	    if (player->deltaviewheight <= 0)
+		player->deltaviewheight = 1;
+	}
+	
+	if (player->deltaviewheight)	
+	{
+	    player->deltaviewheight += FRACUNIT/4;
+	    if (!player->deltaviewheight)
+		player->deltaviewheight = 1;
+	}
+    }
+    player->viewz = player->mo->z + player->viewheight + bob;
+
+    if (player->viewz > player->mo->ceilingz-4*FRACUNIT)
+	player->viewz = player->mo->ceilingz-4*FRACUNIT;
+}
+
+
+
+//
+// P_MovePlayer
+//
+void P_MovePlayer (player_t* player)
+{
+    ticcmd_t*		cmd;
+	
+    cmd = &player->cmd;
+	
+    player->mo->angle += (cmd->angleturn<<16);
+
+    // Do not let the player control movement
+    //  if not onground.
+    onground = (player->mo->z <= player->mo->floorz);
+	
+    if (cmd->forwardmove && onground)
+	P_Thrust (player, player->mo->angle, cmd->forwardmove*2048);
+    
+    if (cmd->sidemove && onground)
+	P_Thrust (player, player->mo->angle-ANG90, cmd->sidemove*2048);
+
+    if ( (cmd->forwardmove || cmd->sidemove) 
+	 && player->mo->state == &states[S_PLAY] )
+    {
+	P_SetMobjState (player->mo, S_PLAY_RUN1);
+    }
+}	
+
+
+
+//
+// P_DeathThink
+// Fall on your face when dying.
+// Decrease POV height to floor height.
+//
+#define ANG5   	(ANG90/18)
+
+void P_DeathThink (player_t* player)
+{
+    angle_t		angle;
+    angle_t		delta;
+
+    P_MovePsprites (player);
+	
+    // fall to the ground
+    if (player->viewheight > 6*FRACUNIT)
+	player->viewheight -= FRACUNIT;
+
+    if (player->viewheight < 6*FRACUNIT)
+	player->viewheight = 6*FRACUNIT;
+
+    player->deltaviewheight = 0;
+    onground = (player->mo->z <= player->mo->floorz);
+    P_CalcHeight (player);
+	
+    if (player->attacker && player->attacker != player->mo)
+    {
+	angle = R_PointToAngle2 (player->mo->x,
+				 player->mo->y,
+				 player->attacker->x,
+				 player->attacker->y);
+	
+	delta = angle - player->mo->angle;
+	
+	if (delta < ANG5 || delta > (unsigned)-ANG5)
+	{
+	    // Looking at killer,
+	    //  so fade damage flash down.
+	    player->mo->angle = angle;
+
+	    if (player->damagecount)
+		player->damagecount--;
+	}
+	else if (delta < ANG180)
+	    player->mo->angle += ANG5;
+	else
+	    player->mo->angle -= ANG5;
+    }
+    else if (player->damagecount)
+	player->damagecount--;
+	
+
+    if (player->cmd.buttons & BT_USE)
+	player->playerstate = PST_REBORN;
+}
+
+
+
+//
+// P_PlayerThink
+//
+void P_PlayerThink (player_t* player)
+{
+    ticcmd_t*		cmd;
+    weapontype_t	newweapon;
+	
+    // fixme: do this in the cheat code
+    if (player->cheats & CF_NOCLIP)
+	player->mo->flags |= MF_NOCLIP;
+    else
+	player->mo->flags &= ~MF_NOCLIP;
+    
+    // chain saw run forward
+    cmd = &player->cmd;
+    if (player->mo->flags & MF_JUSTATTACKED)
+    {
+	cmd->angleturn = 0;
+	cmd->forwardmove = 0xc800/512;
+	cmd->sidemove = 0;
+	player->mo->flags &= ~MF_JUSTATTACKED;
+    }
+			
+	
+    if (player->playerstate == PST_DEAD)
+    {
+	P_DeathThink (player);
+	return;
+    }
+    
+    // Move around.
+    // Reactiontime is used to prevent movement
+    //  for a bit after a teleport.
+    if (player->mo->reactiontime)
+	player->mo->reactiontime--;
+    else
+	P_MovePlayer (player);
+    
+    P_CalcHeight (player);
+
+    if (player->mo->subsector->sector->special)
+	P_PlayerInSpecialSector (player);
+    
+    // Check for weapon change.
+
+    // A special event has no other buttons.
+    if (cmd->buttons & BT_SPECIAL)
+	cmd->buttons = 0;			
+		
+    if (cmd->buttons & BT_CHANGE)
+    {
+	// The actual changing of the weapon is done
+	//  when the weapon psprite can do it
+	//  (read: not in the middle of an attack).
+	newweapon = (cmd->buttons&BT_WEAPONMASK)>>BT_WEAPONSHIFT;
+	
+	if (newweapon == wp_fist
+	    && player->weaponowned[wp_chainsaw]
+	    && !(player->readyweapon == wp_chainsaw
+		 && player->powers[pw_strength]))
+	{
+	    newweapon = wp_chainsaw;
+	}
+	
+	if ( (gamemode == commercial)
+	    && newweapon == wp_shotgun 
+	    && player->weaponowned[wp_supershotgun]
+	    && player->readyweapon != wp_supershotgun)
+	{
+	    newweapon = wp_supershotgun;
+	}
+	
+
+	if (player->weaponowned[newweapon]
+	    && newweapon != player->readyweapon)
+	{
+	    // Do not go to plasma or BFG in shareware,
+	    //  even if cheated.
+	    if ((newweapon != wp_plasma
+		 && newweapon != wp_bfg)
+		|| (gamemode != shareware) )
+	    {
+		player->pendingweapon = newweapon;
+	    }
+	}
+    }
+    
+    // check for use
+    if (cmd->buttons & BT_USE)
+    {
+	if (!player->usedown)
+	{
+	    P_UseLines (player);
+	    player->usedown = true;
+	}
+    }
+    else
+	player->usedown = false;
+    
+    // cycle psprites
+    P_MovePsprites (player);
+    
+    // Counters, time dependend power ups.
+
+    // Strength counts up to diminish fade.
+    if (player->powers[pw_strength])
+	player->powers[pw_strength]++;	
+		
+    if (player->powers[pw_invulnerability])
+	player->powers[pw_invulnerability]--;
+
+    if (player->powers[pw_invisibility])
+	if (! --player->powers[pw_invisibility] )
+	    player->mo->flags &= ~MF_SHADOW;
+			
+    if (player->powers[pw_infrared])
+	player->powers[pw_infrared]--;
+		
+    if (player->powers[pw_ironfeet])
+	player->powers[pw_ironfeet]--;
+		
+    if (player->damagecount)
+	player->damagecount--;
+		
+    if (player->bonuscount)
+	player->bonuscount--;
+
+    
+    // Handling colormaps.
+    if (player->powers[pw_invulnerability])
+    {
+	if (player->powers[pw_invulnerability] > 4*32
+	    || (player->powers[pw_invulnerability]&8) )
+	    player->fixedcolormap = INVERSECOLORMAP;
+	else
+	    player->fixedcolormap = 0;
+    }
+    else if (player->powers[pw_infrared])	
+    {
+	if (player->powers[pw_infrared] > 4*32
+	    || (player->powers[pw_infrared]&8) )
+	{
+	    // almost full bright
+	    player->fixedcolormap = 1;
+	}
+	else
+	    player->fixedcolormap = 0;
+    }
+    else
+	player->fixedcolormap = 0;
+}
+
+
--- /dev/null
+++ b/src/r_bsp.c
@@ -1,0 +1,583 @@
+// Emacs style mode select   -*- C++ -*- 
+//-----------------------------------------------------------------------------
+//
+// $Id: r_bsp.c 4 2005-07-23 16:19:41Z fraggle $
+//
+// Copyright (C) 1993-1996 by id Software, Inc.
+//
+// This source is available for distribution and/or modification
+// only under the terms of the DOOM Source Code License as
+// published by id Software. All rights reserved.
+//
+// The source is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
+// for more details.
+//
+// $Log$
+// Revision 1.1  2005/07/23 16:19:42  fraggle
+// Initial revision
+//
+//
+// DESCRIPTION:
+//	BSP traversal, handling of LineSegs for rendering.
+//
+//-----------------------------------------------------------------------------
+
+
+static const char
+rcsid[] = "$Id: r_bsp.c 4 2005-07-23 16:19:41Z fraggle $";
+
+
+#include "doomdef.h"
+
+#include "m_bbox.h"
+
+#include "i_system.h"
+
+#include "r_main.h"
+#include "r_plane.h"
+#include "r_things.h"
+
+// State.
+#include "doomstat.h"
+#include "r_state.h"
+
+//#include "r_local.h"
+
+
+
+seg_t*		curline;
+side_t*		sidedef;
+line_t*		linedef;
+sector_t*	frontsector;
+sector_t*	backsector;
+
+drawseg_t	drawsegs[MAXDRAWSEGS];
+drawseg_t*	ds_p;
+
+
+void
+R_StoreWallRange
+( int	start,
+  int	stop );
+
+
+
+
+//
+// R_ClearDrawSegs
+//
+void R_ClearDrawSegs (void)
+{
+    ds_p = drawsegs;
+}
+
+
+
+//
+// ClipWallSegment
+// Clips the given range of columns
+// and includes it in the new clip list.
+//
+typedef	struct
+{
+    int	first;
+    int last;
+    
+} cliprange_t;
+
+
+#define MAXSEGS		32
+
+// newend is one past the last valid seg
+cliprange_t*	newend;
+cliprange_t	solidsegs[MAXSEGS];
+
+
+
+
+//
+// R_ClipSolidWallSegment
+// Does handle solid walls,
+//  e.g. single sided LineDefs (middle texture)
+//  that entirely block the view.
+// 
+void
+R_ClipSolidWallSegment
+( int			first,
+  int			last )
+{
+    cliprange_t*	next;
+    cliprange_t*	start;
+
+    // Find the first range that touches the range
+    //  (adjacent pixels are touching).
+    start = solidsegs;
+    while (start->last < first-1)
+	start++;
+
+    if (first < start->first)
+    {
+	if (last < start->first-1)
+	{
+	    // Post is entirely visible (above start),
+	    //  so insert a new clippost.
+	    R_StoreWallRange (first, last);
+	    next = newend;
+	    newend++;
+	    
+	    while (next != start)
+	    {
+		*next = *(next-1);
+		next--;
+	    }
+	    next->first = first;
+	    next->last = last;
+	    return;
+	}
+		
+	// There is a fragment above *start.
+	R_StoreWallRange (first, start->first - 1);
+	// Now adjust the clip size.
+	start->first = first;	
+    }
+
+    // Bottom contained in start?
+    if (last <= start->last)
+	return;			
+		
+    next = start;
+    while (last >= (next+1)->first-1)
+    {
+	// There is a fragment between two posts.
+	R_StoreWallRange (next->last + 1, (next+1)->first - 1);
+	next++;
+	
+	if (last <= next->last)
+	{
+	    // Bottom is contained in next.
+	    // Adjust the clip size.
+	    start->last = next->last;	
+	    goto crunch;
+	}
+    }
+	
+    // There is a fragment after *next.
+    R_StoreWallRange (next->last + 1, last);
+    // Adjust the clip size.
+    start->last = last;
+	
+    // Remove start+1 to next from the clip list,
+    // because start now covers their area.
+  crunch:
+    if (next == start)
+    {
+	// Post just extended past the bottom of one post.
+	return;
+    }
+    
+
+    while (next++ != newend)
+    {
+	// Remove a post.
+	*++start = *next;
+    }
+
+    newend = start+1;
+}
+
+
+
+//
+// R_ClipPassWallSegment
+// Clips the given range of columns,
+//  but does not includes it in the clip list.
+// Does handle windows,
+//  e.g. LineDefs with upper and lower texture.
+//
+void
+R_ClipPassWallSegment
+( int	first,
+  int	last )
+{
+    cliprange_t*	start;
+
+    // Find the first range that touches the range
+    //  (adjacent pixels are touching).
+    start = solidsegs;
+    while (start->last < first-1)
+	start++;
+
+    if (first < start->first)
+    {
+	if (last < start->first-1)
+	{
+	    // Post is entirely visible (above start).
+	    R_StoreWallRange (first, last);
+	    return;
+	}
+		
+	// There is a fragment above *start.
+	R_StoreWallRange (first, start->first - 1);
+    }
+
+    // Bottom contained in start?
+    if (last <= start->last)
+	return;			
+		
+    while (last >= (start+1)->first-1)
+    {
+	// There is a fragment between two posts.
+	R_StoreWallRange (start->last + 1, (start+1)->first - 1);
+	start++;
+	
+	if (last <= start->last)
+	    return;
+    }
+	
+    // There is a fragment after *next.
+    R_StoreWallRange (start->last + 1, last);
+}
+
+
+
+//
+// R_ClearClipSegs
+//
+void R_ClearClipSegs (void)
+{
+    solidsegs[0].first = -0x7fffffff;
+    solidsegs[0].last = -1;
+    solidsegs[1].first = viewwidth;
+    solidsegs[1].last = 0x7fffffff;
+    newend = solidsegs+2;
+}
+
+//
+// R_AddLine
+// Clips the given segment
+// and adds any visible pieces to the line list.
+//
+void R_AddLine (seg_t*	line)
+{
+    int			x1;
+    int			x2;
+    angle_t		angle1;
+    angle_t		angle2;
+    angle_t		span;
+    angle_t		tspan;
+    
+    curline = line;
+
+    // OPTIMIZE: quickly reject orthogonal back sides.
+    angle1 = R_PointToAngle (line->v1->x, line->v1->y);
+    angle2 = R_PointToAngle (line->v2->x, line->v2->y);
+    
+    // Clip to view edges.
+    // OPTIMIZE: make constant out of 2*clipangle (FIELDOFVIEW).
+    span = angle1 - angle2;
+    
+    // Back side? I.e. backface culling?
+    if (span >= ANG180)
+	return;		
+
+    // Global angle needed by segcalc.
+    rw_angle1 = angle1;
+    angle1 -= viewangle;
+    angle2 -= viewangle;
+	
+    tspan = angle1 + clipangle;
+    if (tspan > 2*clipangle)
+    {
+	tspan -= 2*clipangle;
+
+	// Totally off the left edge?
+	if (tspan >= span)
+	    return;
+	
+	angle1 = clipangle;
+    }
+    tspan = clipangle - angle2;
+    if (tspan > 2*clipangle)
+    {
+	tspan -= 2*clipangle;
+
+	// Totally off the left edge?
+	if (tspan >= span)
+	    return;	
+	angle2 = -clipangle;
+    }
+    
+    // The seg is in the view range,
+    // but not necessarily visible.
+    angle1 = (angle1+ANG90)>>ANGLETOFINESHIFT;
+    angle2 = (angle2+ANG90)>>ANGLETOFINESHIFT;
+    x1 = viewangletox[angle1];
+    x2 = viewangletox[angle2];
+
+    // Does not cross a pixel?
+    if (x1 == x2)
+	return;				
+	
+    backsector = line->backsector;
+
+    // Single sided line?
+    if (!backsector)
+	goto clipsolid;		
+
+    // Closed door.
+    if (backsector->ceilingheight <= frontsector->floorheight
+	|| backsector->floorheight >= frontsector->ceilingheight)
+	goto clipsolid;		
+
+    // Window.
+    if (backsector->ceilingheight != frontsector->ceilingheight
+	|| backsector->floorheight != frontsector->floorheight)
+	goto clippass;	
+		
+    // Reject empty lines used for triggers
+    //  and special events.
+    // Identical floor and ceiling on both sides,
+    // identical light levels on both sides,
+    // and no middle texture.
+    if (backsector->ceilingpic == frontsector->ceilingpic
+	&& backsector->floorpic == frontsector->floorpic
+	&& backsector->lightlevel == frontsector->lightlevel
+	&& curline->sidedef->midtexture == 0)
+    {
+	return;
+    }
+    
+				
+  clippass:
+    R_ClipPassWallSegment (x1, x2-1);	
+    return;
+		
+  clipsolid:
+    R_ClipSolidWallSegment (x1, x2-1);
+}
+
+
+//
+// R_CheckBBox
+// Checks BSP node/subtree bounding box.
+// Returns true
+//  if some part of the bbox might be visible.
+//
+int	checkcoord[12][4] =
+{
+    {3,0,2,1},
+    {3,0,2,0},
+    {3,1,2,0},
+    {0},
+    {2,0,2,1},
+    {0,0,0,0},
+    {3,1,3,0},
+    {0},
+    {2,0,3,1},
+    {2,1,3,1},
+    {2,1,3,0}
+};
+
+
+boolean R_CheckBBox (fixed_t*	bspcoord)
+{
+    int			boxx;
+    int			boxy;
+    int			boxpos;
+
+    fixed_t		x1;
+    fixed_t		y1;
+    fixed_t		x2;
+    fixed_t		y2;
+    
+    angle_t		angle1;
+    angle_t		angle2;
+    angle_t		span;
+    angle_t		tspan;
+    
+    cliprange_t*	start;
+
+    int			sx1;
+    int			sx2;
+    
+    // Find the corners of the box
+    // that define the edges from current viewpoint.
+    if (viewx <= bspcoord[BOXLEFT])
+	boxx = 0;
+    else if (viewx < bspcoord[BOXRIGHT])
+	boxx = 1;
+    else
+	boxx = 2;
+		
+    if (viewy >= bspcoord[BOXTOP])
+	boxy = 0;
+    else if (viewy > bspcoord[BOXBOTTOM])
+	boxy = 1;
+    else
+	boxy = 2;
+		
+    boxpos = (boxy<<2)+boxx;
+    if (boxpos == 5)
+	return true;
+	
+    x1 = bspcoord[checkcoord[boxpos][0]];
+    y1 = bspcoord[checkcoord[boxpos][1]];
+    x2 = bspcoord[checkcoord[boxpos][2]];
+    y2 = bspcoord[checkcoord[boxpos][3]];
+    
+    // check clip list for an open space
+    angle1 = R_PointToAngle (x1, y1) - viewangle;
+    angle2 = R_PointToAngle (x2, y2) - viewangle;
+	
+    span = angle1 - angle2;
+
+    // Sitting on a line?
+    if (span >= ANG180)
+	return true;
+    
+    tspan = angle1 + clipangle;
+
+    if (tspan > 2*clipangle)
+    {
+	tspan -= 2*clipangle;
+
+	// Totally off the left edge?
+	if (tspan >= span)
+	    return false;	
+
+	angle1 = clipangle;
+    }
+    tspan = clipangle - angle2;
+    if (tspan > 2*clipangle)
+    {
+	tspan -= 2*clipangle;
+
+	// Totally off the left edge?
+	if (tspan >= span)
+	    return false;
+	
+	angle2 = -clipangle;
+    }
+
+
+    // Find the first clippost
+    //  that touches the source post
+    //  (adjacent pixels are touching).
+    angle1 = (angle1+ANG90)>>ANGLETOFINESHIFT;
+    angle2 = (angle2+ANG90)>>ANGLETOFINESHIFT;
+    sx1 = viewangletox[angle1];
+    sx2 = viewangletox[angle2];
+
+    // Does not cross a pixel.
+    if (sx1 == sx2)
+	return false;			
+    sx2--;
+	
+    start = solidsegs;
+    while (start->last < sx2)
+	start++;
+    
+    if (sx1 >= start->first
+	&& sx2 <= start->last)
+    {
+	// The clippost contains the new span.
+	return false;
+    }
+
+    return true;
+}
+
+
+
+//
+// R_Subsector
+// Determine floor/ceiling planes.
+// Add sprites of things in sector.
+// Draw one or more line segments.
+//
+void R_Subsector (int num)
+{
+    int			count;
+    seg_t*		line;
+    subsector_t*	sub;
+	
+#ifdef RANGECHECK
+    if (num>=numsubsectors)
+	I_Error ("R_Subsector: ss %i with numss = %i",
+		 num,
+		 numsubsectors);
+#endif
+
+    sscount++;
+    sub = &subsectors[num];
+    frontsector = sub->sector;
+    count = sub->numlines;
+    line = &segs[sub->firstline];
+
+    if (frontsector->floorheight < viewz)
+    {
+	floorplane = R_FindPlane (frontsector->floorheight,
+				  frontsector->floorpic,
+				  frontsector->lightlevel);
+    }
+    else
+	floorplane = NULL;
+    
+    if (frontsector->ceilingheight > viewz 
+	|| frontsector->ceilingpic == skyflatnum)
+    {
+	ceilingplane = R_FindPlane (frontsector->ceilingheight,
+				    frontsector->ceilingpic,
+				    frontsector->lightlevel);
+    }
+    else
+	ceilingplane = NULL;
+		
+    R_AddSprites (frontsector);	
+
+    while (count--)
+    {
+	R_AddLine (line);
+	line++;
+    }
+}
+
+
+
+
+//
+// RenderBSPNode
+// Renders all subsectors below a given node,
+//  traversing subtree recursively.
+// Just call with BSP root.
+void R_RenderBSPNode (int bspnum)
+{
+    node_t*	bsp;
+    int		side;
+
+    // Found a subsector?
+    if (bspnum & NF_SUBSECTOR)
+    {
+	if (bspnum == -1)			
+	    R_Subsector (0);
+	else
+	    R_Subsector (bspnum&(~NF_SUBSECTOR));
+	return;
+    }
+		
+    bsp = &nodes[bspnum];
+    
+    // Decide which side the view point is on.
+    side = R_PointOnSide (viewx, viewy, bsp);
+
+    // Recursively divide front space.
+    R_RenderBSPNode (bsp->children[side]); 
+
+    // Possibly divide back space.
+    if (R_CheckBBox (bsp->bbox[side^1]))	
+	R_RenderBSPNode (bsp->children[side^1]);
+}
+
+
--- /dev/null
+++ b/src/r_bsp.h
@@ -1,0 +1,75 @@
+// Emacs style mode select   -*- C++ -*- 
+//-----------------------------------------------------------------------------
+//
+// $Id: r_bsp.h 4 2005-07-23 16:19:41Z fraggle $
+//
+// Copyright (C) 1993-1996 by id Software, Inc.
+//
+// This source is available for distribution and/or modification
+// only under the terms of the DOOM Source Code License as
+// published by id Software. All rights reserved.
+//
+// The source is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
+// for more details.
+//
+// DESCRIPTION:
+//	Refresh module, BSP traversal and handling.
+//
+//-----------------------------------------------------------------------------
+
+
+#ifndef __R_BSP__
+#define __R_BSP__
+
+#ifdef __GNUG__
+#pragma interface
+#endif
+
+
+extern seg_t*		curline;
+extern side_t*		sidedef;
+extern line_t*		linedef;
+extern sector_t*	frontsector;
+extern sector_t*	backsector;
+
+extern int		rw_x;
+extern int		rw_stopx;
+
+extern boolean		segtextured;
+
+// false if the back side is the same plane
+extern boolean		markfloor;		
+extern boolean		markceiling;
+
+extern boolean		skymap;
+
+extern drawseg_t	drawsegs[MAXDRAWSEGS];
+extern drawseg_t*	ds_p;
+
+extern lighttable_t**	hscalelight;
+extern lighttable_t**	vscalelight;
+extern lighttable_t**	dscalelight;
+
+
+typedef void (*drawfunc_t) (int start, int stop);
+
+
+// BSP?
+void R_ClearClipSegs (void);
+void R_ClearDrawSegs (void);
+
+
+void R_RenderBSPNode (int bspnum);
+
+
+#endif
+//-----------------------------------------------------------------------------
+//
+// $Log$
+// Revision 1.1  2005/07/23 16:19:42  fraggle
+// Initial revision
+//
+//
+//-----------------------------------------------------------------------------
--- /dev/null
+++ b/src/r_data.c
@@ -1,0 +1,852 @@
+// Emacs style mode select   -*- C++ -*- 
+//-----------------------------------------------------------------------------
+//
+// $Id: r_data.c 4 2005-07-23 16:19:41Z fraggle $
+//
+// Copyright (C) 1993-1996 by id Software, Inc.
+//
+// This source is available for distribution and/or modification
+// only under the terms of the DOOM Source Code License as
+// published by id Software. All rights reserved.
+//
+// The source is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
+// for more details.
+//
+// $Log$
+// Revision 1.1  2005/07/23 16:19:46  fraggle
+// Initial revision
+//
+//
+// Revision 1.3  1997/01/29 20:10
+// DESCRIPTION:
+//	Preparation of data for rendering,
+//	generation of lookups, caching, retrieval by name.
+//
+//-----------------------------------------------------------------------------
+
+
+static const char
+rcsid[] = "$Id: r_data.c 4 2005-07-23 16:19:41Z fraggle $";
+
+#include "i_system.h"
+#include "z_zone.h"
+
+#include "m_swap.h"
+
+#include "w_wad.h"
+
+#include "doomdef.h"
+#include "r_local.h"
+#include "p_local.h"
+
+#include "doomstat.h"
+#include "r_sky.h"
+
+#ifdef LINUX
+#include  <alloca.h>
+#endif
+
+
+#include "r_data.h"
+
+//
+// Graphics.
+// DOOM graphics for walls and sprites
+// is stored in vertical runs of opaque pixels (posts).
+// A column is composed of zero or more posts,
+// a patch or sprite is composed of zero or more columns.
+// 
+
+
+
+//
+// Texture definition.
+// Each texture is composed of one or more patches,
+// with patches being lumps stored in the WAD.
+// The lumps are referenced by number, and patched
+// into the rectangular texture space using origin
+// and possibly other attributes.
+//
+typedef struct
+{
+    short	originx;
+    short	originy;
+    short	patch;
+    short	stepdir;
+    short	colormap;
+} mappatch_t;
+
+
+//
+// Texture definition.
+// A DOOM wall texture is a list of patches
+// which are to be combined in a predefined order.
+//
+typedef struct
+{
+    char		name[8];
+    boolean		masked;	
+    short		width;
+    short		height;
+    void		**columndirectory;	// OBSOLETE
+    short		patchcount;
+    mappatch_t	patches[1];
+} maptexture_t;
+
+
+// A single patch from a texture definition,
+//  basically a rectangular area within
+//  the texture rectangle.
+typedef struct
+{
+    // Block origin (allways UL),
+    // which has allready accounted
+    // for the internal origin of the patch.
+    int		originx;	
+    int		originy;
+    int		patch;
+} texpatch_t;
+
+
+// A maptexturedef_t describes a rectangular texture,
+//  which is composed of one or more mappatch_t structures
+//  that arrange graphic patches.
+typedef struct
+{
+    // Keep name for switch changing, etc.
+    char	name[8];		
+    short	width;
+    short	height;
+    
+    // All the patches[patchcount]
+    //  are drawn back to front into the cached texture.
+    short	patchcount;
+    texpatch_t	patches[1];		
+    
+} texture_t;
+
+
+
+int		firstflat;
+int		lastflat;
+int		numflats;
+
+int		firstpatch;
+int		lastpatch;
+int		numpatches;
+
+int		firstspritelump;
+int		lastspritelump;
+int		numspritelumps;
+
+int		numtextures;
+texture_t**	textures;
+
+
+int*			texturewidthmask;
+// needed for texture pegging
+fixed_t*		textureheight;		
+int*			texturecompositesize;
+short**			texturecolumnlump;
+unsigned short**	texturecolumnofs;
+byte**			texturecomposite;
+
+// for global animation
+int*		flattranslation;
+int*		texturetranslation;
+
+// needed for pre rendering
+fixed_t*	spritewidth;	
+fixed_t*	spriteoffset;
+fixed_t*	spritetopoffset;
+
+lighttable_t	*colormaps;
+
+
+//
+// MAPTEXTURE_T CACHING
+// When a texture is first needed,
+//  it counts the number of composite columns
+//  required in the texture and allocates space
+//  for a column directory and any new columns.
+// The directory will simply point inside other patches
+//  if there is only one patch in a given column,
+//  but any columns with multiple patches
+//  will have new column_ts generated.
+//
+
+
+
+//
+// R_DrawColumnInCache
+// Clip and draw a column
+//  from a patch into a cached post.
+//
+void
+R_DrawColumnInCache
+( column_t*	patch,
+  byte*		cache,
+  int		originy,
+  int		cacheheight )
+{
+    int		count;
+    int		position;
+    byte*	source;
+    byte*	dest;
+	
+    dest = (byte *)cache + 3;
+	
+    while (patch->topdelta != 0xff)
+    {
+	source = (byte *)patch + 3;
+	count = patch->length;
+	position = originy + patch->topdelta;
+
+	if (position < 0)
+	{
+	    count += position;
+	    position = 0;
+	}
+
+	if (position + count > cacheheight)
+	    count = cacheheight - position;
+
+	if (count > 0)
+	    memcpy (cache + position, source, count);
+		
+	patch = (column_t *)(  (byte *)patch + patch->length + 4); 
+    }
+}
+
+
+
+//
+// R_GenerateComposite
+// Using the texture definition,
+//  the composite texture is created from the patches,
+//  and each column is cached.
+//
+void R_GenerateComposite (int texnum)
+{
+    byte*		block;
+    texture_t*		texture;
+    texpatch_t*		patch;	
+    patch_t*		realpatch;
+    int			x;
+    int			x1;
+    int			x2;
+    int			i;
+    column_t*		patchcol;
+    short*		collump;
+    unsigned short*	colofs;
+	
+    texture = textures[texnum];
+
+    block = Z_Malloc (texturecompositesize[texnum],
+		      PU_STATIC, 
+		      &texturecomposite[texnum]);	
+
+    collump = texturecolumnlump[texnum];
+    colofs = texturecolumnofs[texnum];
+    
+    // Composite the columns together.
+    patch = texture->patches;
+		
+    for (i=0 , patch = texture->patches;
+	 i<texture->patchcount;
+	 i++, patch++)
+    {
+	realpatch = W_CacheLumpNum (patch->patch, PU_CACHE);
+	x1 = patch->originx;
+	x2 = x1 + SHORT(realpatch->width);
+
+	if (x1<0)
+	    x = 0;
+	else
+	    x = x1;
+	
+	if (x2 > texture->width)
+	    x2 = texture->width;
+
+	for ( ; x<x2 ; x++)
+	{
+	    // Column does not have multiple patches?
+	    if (collump[x] >= 0)
+		continue;
+	    
+	    patchcol = (column_t *)((byte *)realpatch
+				    + LONG(realpatch->columnofs[x-x1]));
+	    R_DrawColumnInCache (patchcol,
+				 block + colofs[x],
+				 patch->originy,
+				 texture->height);
+	}
+						
+    }
+
+    // Now that the texture has been built in column cache,
+    //  it is purgable from zone memory.
+    Z_ChangeTag (block, PU_CACHE);
+}
+
+
+
+//
+// R_GenerateLookup
+//
+void R_GenerateLookup (int texnum)
+{
+    texture_t*		texture;
+    byte*		patchcount;	// patchcount[texture->width]
+    texpatch_t*		patch;	
+    patch_t*		realpatch;
+    int			x;
+    int			x1;
+    int			x2;
+    int			i;
+    short*		collump;
+    unsigned short*	colofs;
+	
+    texture = textures[texnum];
+
+    // Composited texture not created yet.
+    texturecomposite[texnum] = 0;
+    
+    texturecompositesize[texnum] = 0;
+    collump = texturecolumnlump[texnum];
+    colofs = texturecolumnofs[texnum];
+    
+    // Now count the number of columns
+    //  that are covered by more than one patch.
+    // Fill in the lump / offset, so columns
+    //  with only a single patch are all done.
+    patchcount = (byte *)alloca (texture->width);
+    memset (patchcount, 0, texture->width);
+    patch = texture->patches;
+		
+    for (i=0 , patch = texture->patches;
+	 i<texture->patchcount;
+	 i++, patch++)
+    {
+	realpatch = W_CacheLumpNum (patch->patch, PU_CACHE);
+	x1 = patch->originx;
+	x2 = x1 + SHORT(realpatch->width);
+	
+	if (x1 < 0)
+	    x = 0;
+	else
+	    x = x1;
+
+	if (x2 > texture->width)
+	    x2 = texture->width;
+	for ( ; x<x2 ; x++)
+	{
+	    patchcount[x]++;
+	    collump[x] = patch->patch;
+	    colofs[x] = LONG(realpatch->columnofs[x-x1])+3;
+	}
+    }
+	
+    for (x=0 ; x<texture->width ; x++)
+    {
+	if (!patchcount[x])
+	{
+	    printf ("R_GenerateLookup: column without a patch (%s)\n",
+		    texture->name);
+	    return;
+	}
+	// I_Error ("R_GenerateLookup: column without a patch");
+	
+	if (patchcount[x] > 1)
+	{
+	    // Use the cached block.
+	    collump[x] = -1;	
+	    colofs[x] = texturecompositesize[texnum];
+	    
+	    if (texturecompositesize[texnum] > 0x10000-texture->height)
+	    {
+		I_Error ("R_GenerateLookup: texture %i is >64k",
+			 texnum);
+	    }
+	    
+	    texturecompositesize[texnum] += texture->height;
+	}
+    }	
+}
+
+
+
+
+//
+// R_GetColumn
+//
+byte*
+R_GetColumn
+( int		tex,
+  int		col )
+{
+    int		lump;
+    int		ofs;
+	
+    col &= texturewidthmask[tex];
+    lump = texturecolumnlump[tex][col];
+    ofs = texturecolumnofs[tex][col];
+    
+    if (lump > 0)
+	return (byte *)W_CacheLumpNum(lump,PU_CACHE)+ofs;
+
+    if (!texturecomposite[tex])
+	R_GenerateComposite (tex);
+
+    return texturecomposite[tex] + ofs;
+}
+
+
+
+
+//
+// R_InitTextures
+// Initializes the texture list
+//  with the textures from the world map.
+//
+void R_InitTextures (void)
+{
+    maptexture_t*	mtexture;
+    texture_t*		texture;
+    mappatch_t*		mpatch;
+    texpatch_t*		patch;
+
+    int			i;
+    int			j;
+
+    int*		maptex;
+    int*		maptex2;
+    int*		maptex1;
+    
+    char		name[9];
+    char*		names;
+    char*		name_p;
+    
+    int*		patchlookup;
+    
+    int			totalwidth;
+    int			nummappatches;
+    int			offset;
+    int			maxoff;
+    int			maxoff2;
+    int			numtextures1;
+    int			numtextures2;
+
+    int*		directory;
+    
+    int			temp1;
+    int			temp2;
+    int			temp3;
+
+    
+    // Load the patch names from pnames.lmp.
+    name[8] = 0;	
+    names = W_CacheLumpName ("PNAMES", PU_STATIC);
+    nummappatches = LONG ( *((int *)names) );
+    name_p = names+4;
+    patchlookup = alloca (nummappatches*sizeof(*patchlookup));
+    
+    for (i=0 ; i<nummappatches ; i++)
+    {
+	strncpy (name,name_p+i*8, 8);
+	patchlookup[i] = W_CheckNumForName (name);
+    }
+    Z_Free (names);
+    
+    // Load the map texture definitions from textures.lmp.
+    // The data is contained in one or two lumps,
+    //  TEXTURE1 for shareware, plus TEXTURE2 for commercial.
+    maptex = maptex1 = W_CacheLumpName ("TEXTURE1", PU_STATIC);
+    numtextures1 = LONG(*maptex);
+    maxoff = W_LumpLength (W_GetNumForName ("TEXTURE1"));
+    directory = maptex+1;
+	
+    if (W_CheckNumForName ("TEXTURE2") != -1)
+    {
+	maptex2 = W_CacheLumpName ("TEXTURE2", PU_STATIC);
+	numtextures2 = LONG(*maptex2);
+	maxoff2 = W_LumpLength (W_GetNumForName ("TEXTURE2"));
+    }
+    else
+    {
+	maptex2 = NULL;
+	numtextures2 = 0;
+	maxoff2 = 0;
+    }
+    numtextures = numtextures1 + numtextures2;
+	
+    textures = Z_Malloc (numtextures*4, PU_STATIC, 0);
+    texturecolumnlump = Z_Malloc (numtextures*4, PU_STATIC, 0);
+    texturecolumnofs = Z_Malloc (numtextures*4, PU_STATIC, 0);
+    texturecomposite = Z_Malloc (numtextures*4, PU_STATIC, 0);
+    texturecompositesize = Z_Malloc (numtextures*4, PU_STATIC, 0);
+    texturewidthmask = Z_Malloc (numtextures*4, PU_STATIC, 0);
+    textureheight = Z_Malloc (numtextures*4, PU_STATIC, 0);
+
+    totalwidth = 0;
+    
+    //	Really complex printing shit...
+    temp1 = W_GetNumForName ("S_START");  // P_???????
+    temp2 = W_GetNumForName ("S_END") - 1;
+    temp3 = ((temp2-temp1+63)/64) + ((numtextures+63)/64);
+    printf("[");
+    for (i = 0; i < temp3; i++)
+	printf(" ");
+    printf("         ]");
+    for (i = 0; i < temp3; i++)
+	printf("\x8");
+    printf("\x8\x8\x8\x8\x8\x8\x8\x8\x8\x8");	
+	
+    for (i=0 ; i<numtextures ; i++, directory++)
+    {
+	if (!(i&63))
+	    printf (".");
+
+	if (i == numtextures1)
+	{
+	    // Start looking in second texture file.
+	    maptex = maptex2;
+	    maxoff = maxoff2;
+	    directory = maptex+1;
+	}
+		
+	offset = LONG(*directory);
+
+	if (offset > maxoff)
+	    I_Error ("R_InitTextures: bad texture directory");
+	
+	mtexture = (maptexture_t *) ( (byte *)maptex + offset);
+
+	texture = textures[i] =
+	    Z_Malloc (sizeof(texture_t)
+		      + sizeof(texpatch_t)*(SHORT(mtexture->patchcount)-1),
+		      PU_STATIC, 0);
+	
+	texture->width = SHORT(mtexture->width);
+	texture->height = SHORT(mtexture->height);
+	texture->patchcount = SHORT(mtexture->patchcount);
+
+	memcpy (texture->name, mtexture->name, sizeof(texture->name));
+	mpatch = &mtexture->patches[0];
+	patch = &texture->patches[0];
+
+	for (j=0 ; j<texture->patchcount ; j++, mpatch++, patch++)
+	{
+	    patch->originx = SHORT(mpatch->originx);
+	    patch->originy = SHORT(mpatch->originy);
+	    patch->patch = patchlookup[SHORT(mpatch->patch)];
+	    if (patch->patch == -1)
+	    {
+		I_Error ("R_InitTextures: Missing patch in texture %s",
+			 texture->name);
+	    }
+	}		
+	texturecolumnlump[i] = Z_Malloc (texture->width*2, PU_STATIC,0);
+	texturecolumnofs[i] = Z_Malloc (texture->width*2, PU_STATIC,0);
+
+	j = 1;
+	while (j*2 <= texture->width)
+	    j<<=1;
+
+	texturewidthmask[i] = j-1;
+	textureheight[i] = texture->height<<FRACBITS;
+		
+	totalwidth += texture->width;
+    }
+
+    Z_Free (maptex1);
+    if (maptex2)
+	Z_Free (maptex2);
+    
+    // Precalculate whatever possible.	
+    for (i=0 ; i<numtextures ; i++)
+	R_GenerateLookup (i);
+    
+    // Create translation table for global animation.
+    texturetranslation = Z_Malloc ((numtextures+1)*4, PU_STATIC, 0);
+    
+    for (i=0 ; i<numtextures ; i++)
+	texturetranslation[i] = i;
+}
+
+
+
+//
+// R_InitFlats
+//
+void R_InitFlats (void)
+{
+    int		i;
+	
+    firstflat = W_GetNumForName ("F_START") + 1;
+    lastflat = W_GetNumForName ("F_END") - 1;
+    numflats = lastflat - firstflat + 1;
+	
+    // Create translation table for global animation.
+    flattranslation = Z_Malloc ((numflats+1)*4, PU_STATIC, 0);
+    
+    for (i=0 ; i<numflats ; i++)
+	flattranslation[i] = i;
+}
+
+
+//
+// R_InitSpriteLumps
+// Finds the width and hoffset of all sprites in the wad,
+//  so the sprite does not need to be cached completely
+//  just for having the header info ready during rendering.
+//
+void R_InitSpriteLumps (void)
+{
+    int		i;
+    patch_t	*patch;
+	
+    firstspritelump = W_GetNumForName ("S_START") + 1;
+    lastspritelump = W_GetNumForName ("S_END") - 1;
+    
+    numspritelumps = lastspritelump - firstspritelump + 1;
+    spritewidth = Z_Malloc (numspritelumps*4, PU_STATIC, 0);
+    spriteoffset = Z_Malloc (numspritelumps*4, PU_STATIC, 0);
+    spritetopoffset = Z_Malloc (numspritelumps*4, PU_STATIC, 0);
+	
+    for (i=0 ; i< numspritelumps ; i++)
+    {
+	if (!(i&63))
+	    printf (".");
+
+	patch = W_CacheLumpNum (firstspritelump+i, PU_CACHE);
+	spritewidth[i] = SHORT(patch->width)<<FRACBITS;
+	spriteoffset[i] = SHORT(patch->leftoffset)<<FRACBITS;
+	spritetopoffset[i] = SHORT(patch->topoffset)<<FRACBITS;
+    }
+}
+
+
+
+//
+// R_InitColormaps
+//
+void R_InitColormaps (void)
+{
+    int	lump, length;
+    
+    // Load in the light tables, 
+    //  256 byte align tables.
+    lump = W_GetNumForName("COLORMAP"); 
+    length = W_LumpLength (lump) + 255; 
+    colormaps = Z_Malloc (length, PU_STATIC, 0); 
+    colormaps = (byte *)( ((int)colormaps + 255)&~0xff); 
+    W_ReadLump (lump,colormaps); 
+}
+
+
+
+//
+// R_InitData
+// Locates all the lumps
+//  that will be used by all views
+// Must be called after W_Init.
+//
+void R_InitData (void)
+{
+    R_InitTextures ();
+    printf ("\nInitTextures");
+    R_InitFlats ();
+    printf ("\nInitFlats");
+    R_InitSpriteLumps ();
+    printf ("\nInitSprites");
+    R_InitColormaps ();
+    printf ("\nInitColormaps");
+}
+
+
+
+//
+// R_FlatNumForName
+// Retrieval, get a flat number for a flat name.
+//
+int R_FlatNumForName (char* name)
+{
+    int		i;
+    char	namet[9];
+
+    i = W_CheckNumForName (name);
+
+    if (i == -1)
+    {
+	namet[8] = 0;
+	memcpy (namet, name,8);
+	I_Error ("R_FlatNumForName: %s not found",namet);
+    }
+    return i - firstflat;
+}
+
+
+
+
+//
+// R_CheckTextureNumForName
+// Check whether texture is available.
+// Filter out NoTexture indicator.
+//
+int	R_CheckTextureNumForName (char *name)
+{
+    int		i;
+
+    // "NoTexture" marker.
+    if (name[0] == '-')		
+	return 0;
+		
+    for (i=0 ; i<numtextures ; i++)
+	if (!strncasecmp (textures[i]->name, name, 8) )
+	    return i;
+		
+    return -1;
+}
+
+
+
+//
+// R_TextureNumForName
+// Calls R_CheckTextureNumForName,
+//  aborts with error message.
+//
+int	R_TextureNumForName (char* name)
+{
+    int		i;
+	
+    i = R_CheckTextureNumForName (name);
+
+    if (i==-1)
+    {
+	I_Error ("R_TextureNumForName: %s not found",
+		 name);
+    }
+    return i;
+}
+
+
+
+
+//
+// R_PrecacheLevel
+// Preloads all relevant graphics for the level.
+//
+int		flatmemory;
+int		texturememory;
+int		spritememory;
+
+void R_PrecacheLevel (void)
+{
+    char*		flatpresent;
+    char*		texturepresent;
+    char*		spritepresent;
+
+    int			i;
+    int			j;
+    int			k;
+    int			lump;
+    
+    texture_t*		texture;
+    thinker_t*		th;
+    spriteframe_t*	sf;
+
+    if (demoplayback)
+	return;
+    
+    // Precache flats.
+    flatpresent = alloca(numflats);
+    memset (flatpresent,0,numflats);	
+
+    for (i=0 ; i<numsectors ; i++)
+    {
+	flatpresent[sectors[i].floorpic] = 1;
+	flatpresent[sectors[i].ceilingpic] = 1;
+    }
+	
+    flatmemory = 0;
+
+    for (i=0 ; i<numflats ; i++)
+    {
+	if (flatpresent[i])
+	{
+	    lump = firstflat + i;
+	    flatmemory += lumpinfo[lump].size;
+	    W_CacheLumpNum(lump, PU_CACHE);
+	}
+    }
+    
+    // Precache textures.
+    texturepresent = alloca(numtextures);
+    memset (texturepresent,0, numtextures);
+	
+    for (i=0 ; i<numsides ; i++)
+    {
+	texturepresent[sides[i].toptexture] = 1;
+	texturepresent[sides[i].midtexture] = 1;
+	texturepresent[sides[i].bottomtexture] = 1;
+    }
+
+    // Sky texture is always present.
+    // Note that F_SKY1 is the name used to
+    //  indicate a sky floor/ceiling as a flat,
+    //  while the sky texture is stored like
+    //  a wall texture, with an episode dependend
+    //  name.
+    texturepresent[skytexture] = 1;
+	
+    texturememory = 0;
+    for (i=0 ; i<numtextures ; i++)
+    {
+	if (!texturepresent[i])
+	    continue;
+
+	texture = textures[i];
+	
+	for (j=0 ; j<texture->patchcount ; j++)
+	{
+	    lump = texture->patches[j].patch;
+	    texturememory += lumpinfo[lump].size;
+	    W_CacheLumpNum(lump , PU_CACHE);
+	}
+    }
+    
+    // Precache sprites.
+    spritepresent = alloca(numsprites);
+    memset (spritepresent,0, numsprites);
+	
+    for (th = thinkercap.next ; th != &thinkercap ; th=th->next)
+    {
+	if (th->function.acp1 == (actionf_p1)P_MobjThinker)
+	    spritepresent[((mobj_t *)th)->sprite] = 1;
+    }
+	
+    spritememory = 0;
+    for (i=0 ; i<numsprites ; i++)
+    {
+	if (!spritepresent[i])
+	    continue;
+
+	for (j=0 ; j<sprites[i].numframes ; j++)
+	{
+	    sf = &sprites[i].spriteframes[j];
+	    for (k=0 ; k<8 ; k++)
+	    {
+		lump = firstspritelump + sf->lump[k];
+		spritememory += lumpinfo[lump].size;
+		W_CacheLumpNum(lump , PU_CACHE);
+	    }
+	}
+    }
+}
+
+
+
+
--- /dev/null
+++ b/src/r_data.h
@@ -1,0 +1,65 @@
+// Emacs style mode select   -*- C++ -*- 
+//-----------------------------------------------------------------------------
+//
+// $Id: r_data.h 4 2005-07-23 16:19:41Z fraggle $
+//
+// Copyright (C) 1993-1996 by id Software, Inc.
+//
+// This source is available for distribution and/or modification
+// only under the terms of the DOOM Source Code License as
+// published by id Software. All rights reserved.
+//
+// The source is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
+// for more details.
+//
+// DESCRIPTION:
+//  Refresh module, data I/O, caching, retrieval of graphics
+//  by name.
+//
+//-----------------------------------------------------------------------------
+
+
+#ifndef __R_DATA__
+#define __R_DATA__
+
+#include "r_defs.h"
+#include "r_state.h"
+
+#ifdef __GNUG__
+#pragma interface
+#endif
+
+// Retrieve column data for span blitting.
+byte*
+R_GetColumn
+( int		tex,
+  int		col );
+
+
+// I/O, setting up the stuff.
+void R_InitData (void);
+void R_PrecacheLevel (void);
+
+
+// Retrieval.
+// Floor/ceiling opaque texture tiles,
+// lookup by name. For animation?
+int R_FlatNumForName (char* name);
+
+
+// Called by P_Ticker for switches and animations,
+// returns the texture number for the texture name.
+int R_TextureNumForName (char *name);
+int R_CheckTextureNumForName (char *name);
+
+#endif
+//-----------------------------------------------------------------------------
+//
+// $Log$
+// Revision 1.1  2005/07/23 16:19:46  fraggle
+// Initial revision
+//
+//
+//-----------------------------------------------------------------------------
--- /dev/null
+++ b/src/r_defs.h
@@ -1,0 +1,493 @@
+// Emacs style mode select   -*- C++ -*- 
+//-----------------------------------------------------------------------------
+//
+// $Id: r_defs.h 4 2005-07-23 16:19:41Z fraggle $
+//
+// Copyright (C) 1993-1996 by id Software, Inc.
+//
+// This source is available for distribution and/or modification
+// only under the terms of the DOOM Source Code License as
+// published by id Software. All rights reserved.
+//
+// The source is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
+// for more details.
+//
+// DESCRIPTION:
+//      Refresh/rendering module, shared data struct definitions.
+//
+//-----------------------------------------------------------------------------
+
+
+#ifndef __R_DEFS__
+#define __R_DEFS__
+
+
+// Screenwidth.
+#include "doomdef.h"
+
+// Some more or less basic data types
+// we depend on.
+#include "m_fixed.h"
+
+// We rely on the thinker data struct
+// to handle sound origins in sectors.
+#include "d_think.h"
+// SECTORS do store MObjs anyway.
+#include "p_mobj.h"
+
+
+
+#ifdef __GNUG__
+#pragma interface
+#endif
+
+
+
+// Silhouette, needed for clipping Segs (mainly)
+// and sprites representing things.
+#define SIL_NONE		0
+#define SIL_BOTTOM		1
+#define SIL_TOP			2
+#define SIL_BOTH		3
+
+#define MAXDRAWSEGS		256
+
+
+
+
+
+//
+// INTERNAL MAP TYPES
+//  used by play and refresh
+//
+
+//
+// Your plain vanilla vertex.
+// Note: transformed values not buffered locally,
+//  like some DOOM-alikes ("wt", "WebView") did.
+//
+typedef struct
+{
+    fixed_t	x;
+    fixed_t	y;
+    
+} vertex_t;
+
+
+// Forward of LineDefs, for Sectors.
+struct line_s;
+
+// Each sector has a degenmobj_t in its center
+//  for sound origin purposes.
+// I suppose this does not handle sound from
+//  moving objects (doppler), because
+//  position is prolly just buffered, not
+//  updated.
+typedef struct
+{
+    thinker_t		thinker;	// not used for anything
+    fixed_t		x;
+    fixed_t		y;
+    fixed_t		z;
+
+} degenmobj_t;
+
+//
+// The SECTORS record, at runtime.
+// Stores things/mobjs.
+//
+typedef	struct
+{
+    fixed_t	floorheight;
+    fixed_t	ceilingheight;
+    short	floorpic;
+    short	ceilingpic;
+    short	lightlevel;
+    short	special;
+    short	tag;
+
+    // 0 = untraversed, 1,2 = sndlines -1
+    int		soundtraversed;
+
+    // thing that made a sound (or null)
+    mobj_t*	soundtarget;
+
+    // mapblock bounding box for height changes
+    int		blockbox[4];
+
+    // origin for any sounds played by the sector
+    degenmobj_t	soundorg;
+
+    // if == validcount, already checked
+    int		validcount;
+
+    // list of mobjs in sector
+    mobj_t*	thinglist;
+
+    // thinker_t for reversable actions
+    void*	specialdata;
+
+    int			linecount;
+    struct line_s**	lines;	// [linecount] size
+    
+} sector_t;
+
+
+
+
+//
+// The SideDef.
+//
+
+typedef struct
+{
+    // add this to the calculated texture column
+    fixed_t	textureoffset;
+    
+    // add this to the calculated texture top
+    fixed_t	rowoffset;
+
+    // Texture indices.
+    // We do not maintain names here. 
+    short	toptexture;
+    short	bottomtexture;
+    short	midtexture;
+
+    // Sector the SideDef is facing.
+    sector_t*	sector;
+    
+} side_t;
+
+
+
+//
+// Move clipping aid for LineDefs.
+//
+typedef enum
+{
+    ST_HORIZONTAL,
+    ST_VERTICAL,
+    ST_POSITIVE,
+    ST_NEGATIVE
+
+} slopetype_t;
+
+
+
+typedef struct line_s
+{
+    // Vertices, from v1 to v2.
+    vertex_t*	v1;
+    vertex_t*	v2;
+
+    // Precalculated v2 - v1 for side checking.
+    fixed_t	dx;
+    fixed_t	dy;
+
+    // Animation related.
+    short	flags;
+    short	special;
+    short	tag;
+
+    // Visual appearance: SideDefs.
+    //  sidenum[1] will be -1 if one sided
+    short	sidenum[2];			
+
+    // Neat. Another bounding box, for the extent
+    //  of the LineDef.
+    fixed_t	bbox[4];
+
+    // To aid move clipping.
+    slopetype_t	slopetype;
+
+    // Front and back sector.
+    // Note: redundant? Can be retrieved from SideDefs.
+    sector_t*	frontsector;
+    sector_t*	backsector;
+
+    // if == validcount, already checked
+    int		validcount;
+
+    // thinker_t for reversable actions
+    void*	specialdata;		
+} line_t;
+
+
+
+
+//
+// A SubSector.
+// References a Sector.
+// Basically, this is a list of LineSegs,
+//  indicating the visible walls that define
+//  (all or some) sides of a convex BSP leaf.
+//
+typedef struct subsector_s
+{
+    sector_t*	sector;
+    short	numlines;
+    short	firstline;
+    
+} subsector_t;
+
+
+
+//
+// The LineSeg.
+//
+typedef struct
+{
+    vertex_t*	v1;
+    vertex_t*	v2;
+    
+    fixed_t	offset;
+
+    angle_t	angle;
+
+    side_t*	sidedef;
+    line_t*	linedef;
+
+    // Sector references.
+    // Could be retrieved from linedef, too.
+    // backsector is NULL for one sided lines
+    sector_t*	frontsector;
+    sector_t*	backsector;
+    
+} seg_t;
+
+
+
+//
+// BSP node.
+//
+typedef struct
+{
+    // Partition line.
+    fixed_t	x;
+    fixed_t	y;
+    fixed_t	dx;
+    fixed_t	dy;
+
+    // Bounding box for each child.
+    fixed_t	bbox[2][4];
+
+    // If NF_SUBSECTOR its a subsector.
+    unsigned short children[2];
+    
+} node_t;
+
+
+
+
+// posts are runs of non masked source pixels
+typedef struct
+{
+    byte		topdelta;	// -1 is the last post in a column
+    byte		length; 	// length data bytes follows
+} post_t;
+
+// column_t is a list of 0 or more post_t, (byte)-1 terminated
+typedef post_t	column_t;
+
+
+
+// PC direct to screen pointers
+//B UNUSED - keep till detailshift in r_draw.c resolved
+//extern byte*	destview;
+//extern byte*	destscreen;
+
+
+
+
+
+//
+// OTHER TYPES
+//
+
+// This could be wider for >8 bit display.
+// Indeed, true color support is posibble
+//  precalculating 24bpp lightmap/colormap LUT.
+//  from darkening PLAYPAL to all black.
+// Could even us emore than 32 levels.
+typedef byte	lighttable_t;	
+
+
+
+
+//
+// ?
+//
+typedef struct drawseg_s
+{
+    seg_t*		curline;
+    int			x1;
+    int			x2;
+
+    fixed_t		scale1;
+    fixed_t		scale2;
+    fixed_t		scalestep;
+
+    // 0=none, 1=bottom, 2=top, 3=both
+    int			silhouette;
+
+    // do not clip sprites above this
+    fixed_t		bsilheight;
+
+    // do not clip sprites below this
+    fixed_t		tsilheight;
+    
+    // Pointers to lists for sprite clipping,
+    //  all three adjusted so [x1] is first value.
+    short*		sprtopclip;		
+    short*		sprbottomclip;	
+    short*		maskedtexturecol;
+    
+} drawseg_t;
+
+
+
+// Patches.
+// A patch holds one or more columns.
+// Patches are used for sprites and all masked pictures,
+// and we compose textures from the TEXTURE1/2 lists
+// of patches.
+typedef struct 
+{ 
+    short		width;		// bounding box size 
+    short		height; 
+    short		leftoffset;	// pixels to the left of origin 
+    short		topoffset;	// pixels below the origin 
+    int			columnofs[8];	// only [width] used
+    // the [0] is &columnofs[width] 
+} patch_t;
+
+
+
+
+
+
+
+// A vissprite_t is a thing
+//  that will be drawn during a refresh.
+// I.e. a sprite object that is partly visible.
+typedef struct vissprite_s
+{
+    // Doubly linked list.
+    struct vissprite_s*	prev;
+    struct vissprite_s*	next;
+    
+    int			x1;
+    int			x2;
+
+    // for line side calculation
+    fixed_t		gx;
+    fixed_t		gy;		
+
+    // global bottom / top for silhouette clipping
+    fixed_t		gz;
+    fixed_t		gzt;
+
+    // horizontal position of x1
+    fixed_t		startfrac;
+    
+    fixed_t		scale;
+    
+    // negative if flipped
+    fixed_t		xiscale;	
+
+    fixed_t		texturemid;
+    int			patch;
+
+    // for color translation and shadow draw,
+    //  maxbright frames as well
+    lighttable_t*	colormap;
+   
+    int			mobjflags;
+    
+} vissprite_t;
+
+
+//	
+// Sprites are patches with a special naming convention
+//  so they can be recognized by R_InitSprites.
+// The base name is NNNNFx or NNNNFxFx, with
+//  x indicating the rotation, x = 0, 1-7.
+// The sprite and frame specified by a thing_t
+//  is range checked at run time.
+// A sprite is a patch_t that is assumed to represent
+//  a three dimensional object and may have multiple
+//  rotations pre drawn.
+// Horizontal flipping is used to save space,
+//  thus NNNNF2F5 defines a mirrored patch.
+// Some sprites will only have one picture used
+// for all views: NNNNF0
+//
+typedef struct
+{
+    // If false use 0 for any position.
+    // Note: as eight entries are available,
+    //  we might as well insert the same name eight times.
+    boolean	rotate;
+
+    // Lump to use for view angles 0-7.
+    short	lump[8];
+
+    // Flip bit (1 = flip) to use for view angles 0-7.
+    byte	flip[8];
+    
+} spriteframe_t;
+
+
+
+//
+// A sprite definition:
+//  a number of animation frames.
+//
+typedef struct
+{
+    int			numframes;
+    spriteframe_t*	spriteframes;
+
+} spritedef_t;
+
+
+
+//
+// Now what is a visplane, anyway?
+// 
+typedef struct
+{
+  fixed_t		height;
+  int			picnum;
+  int			lightlevel;
+  int			minx;
+  int			maxx;
+  
+  // leave pads for [minx-1]/[maxx+1]
+  
+  byte		pad1;
+  // Here lies the rub for all
+  //  dynamic resize/change of resolution.
+  byte		top[SCREENWIDTH];
+  byte		pad2;
+  byte		pad3;
+  // See above.
+  byte		bottom[SCREENWIDTH];
+  byte		pad4;
+
+} visplane_t;
+
+
+
+
+#endif
+//-----------------------------------------------------------------------------
+//
+// $Log$
+// Revision 1.1  2005/07/23 16:19:46  fraggle
+// Initial revision
+//
+//
+//-----------------------------------------------------------------------------
--- /dev/null
+++ b/src/r_draw.c
@@ -1,0 +1,880 @@
+// Emacs style mode select   -*- C++ -*- 
+//-----------------------------------------------------------------------------
+//
+// $Id: r_draw.c 4 2005-07-23 16:19:41Z fraggle $
+//
+// Copyright (C) 1993-1996 by id Software, Inc.
+//
+// This source is available for distribution and/or modification
+// only under the terms of the DOOM Source Code License as
+// published by id Software. All rights reserved.
+//
+// The source is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
+// for more details.
+//
+// $Log$
+// Revision 1.1  2005/07/23 16:19:49  fraggle
+// Initial revision
+//
+//
+// DESCRIPTION:
+//	The actual span/column drawing functions.
+//	Here find the main potential for optimization,
+//	 e.g. inline assembly, different algorithms.
+//
+//-----------------------------------------------------------------------------
+
+
+static const char
+rcsid[] = "$Id: r_draw.c 4 2005-07-23 16:19:41Z fraggle $";
+
+
+#include "doomdef.h"
+
+#include "i_system.h"
+#include "z_zone.h"
+#include "w_wad.h"
+
+#include "r_local.h"
+
+// Needs access to LFB (guess what).
+#include "v_video.h"
+
+// State.
+#include "doomstat.h"
+
+
+// ?
+#define MAXWIDTH			1120
+#define MAXHEIGHT			832
+
+// status bar height at bottom of screen
+#define SBARHEIGHT		32
+
+//
+// All drawing to the view buffer is accomplished in this file.
+// The other refresh files only know about ccordinates,
+//  not the architecture of the frame buffer.
+// Conveniently, the frame buffer is a linear one,
+//  and we need only the base address,
+//  and the total size == width*height*depth/8.,
+//
+
+
+byte*		viewimage; 
+int		viewwidth;
+int		scaledviewwidth;
+int		viewheight;
+int		viewwindowx;
+int		viewwindowy; 
+byte*		ylookup[MAXHEIGHT]; 
+int		columnofs[MAXWIDTH]; 
+
+// Color tables for different players,
+//  translate a limited part to another
+//  (color ramps used for  suit colors).
+//
+byte		translations[3][256];	
+ 
+ 
+
+
+//
+// R_DrawColumn
+// Source is the top of the column to scale.
+//
+lighttable_t*		dc_colormap; 
+int			dc_x; 
+int			dc_yl; 
+int			dc_yh; 
+fixed_t			dc_iscale; 
+fixed_t			dc_texturemid;
+
+// first pixel in a column (possibly virtual) 
+byte*			dc_source;		
+
+// just for profiling 
+int			dccount;
+
+//
+// A column is a vertical slice/span from a wall texture that,
+//  given the DOOM style restrictions on the view orientation,
+//  will always have constant z depth.
+// Thus a special case loop for very fast rendering can
+//  be used. It has also been used with Wolfenstein 3D.
+// 
+void R_DrawColumn (void) 
+{ 
+    int			count; 
+    byte*		dest; 
+    fixed_t		frac;
+    fixed_t		fracstep;	 
+ 
+    count = dc_yh - dc_yl; 
+
+    // Zero length, column does not exceed a pixel.
+    if (count < 0) 
+	return; 
+				 
+#ifdef RANGECHECK 
+    if ((unsigned)dc_x >= SCREENWIDTH
+	|| dc_yl < 0
+	|| dc_yh >= SCREENHEIGHT) 
+	I_Error ("R_DrawColumn: %i to %i at %i", dc_yl, dc_yh, dc_x); 
+#endif 
+
+    // Framebuffer destination address.
+    // Use ylookup LUT to avoid multiply with ScreenWidth.
+    // Use columnofs LUT for subwindows? 
+    dest = ylookup[dc_yl] + columnofs[dc_x];  
+
+    // Determine scaling,
+    //  which is the only mapping to be done.
+    fracstep = dc_iscale; 
+    frac = dc_texturemid + (dc_yl-centery)*fracstep; 
+
+    // Inner loop that does the actual texture mapping,
+    //  e.g. a DDA-lile scaling.
+    // This is as fast as it gets.
+    do 
+    {
+	// Re-map color indices from wall texture column
+	//  using a lighting/special effects LUT.
+	*dest = dc_colormap[dc_source[(frac>>FRACBITS)&127]];
+	
+	dest += SCREENWIDTH; 
+	frac += fracstep;
+	
+    } while (count--); 
+} 
+
+
+
+// UNUSED.
+// Loop unrolled.
+#if 0
+void R_DrawColumn (void) 
+{ 
+    int			count; 
+    byte*		source;
+    byte*		dest;
+    byte*		colormap;
+    
+    unsigned		frac;
+    unsigned		fracstep;
+    unsigned		fracstep2;
+    unsigned		fracstep3;
+    unsigned		fracstep4;	 
+ 
+    count = dc_yh - dc_yl + 1; 
+
+    source = dc_source;
+    colormap = dc_colormap;		 
+    dest = ylookup[dc_yl] + columnofs[dc_x];  
+	 
+    fracstep = dc_iscale<<9; 
+    frac = (dc_texturemid + (dc_yl-centery)*dc_iscale)<<9; 
+ 
+    fracstep2 = fracstep+fracstep;
+    fracstep3 = fracstep2+fracstep;
+    fracstep4 = fracstep3+fracstep;
+	
+    while (count >= 8) 
+    { 
+	dest[0] = colormap[source[frac>>25]]; 
+	dest[SCREENWIDTH] = colormap[source[(frac+fracstep)>>25]]; 
+	dest[SCREENWIDTH*2] = colormap[source[(frac+fracstep2)>>25]]; 
+	dest[SCREENWIDTH*3] = colormap[source[(frac+fracstep3)>>25]];
+	
+	frac += fracstep4; 
+
+	dest[SCREENWIDTH*4] = colormap[source[frac>>25]]; 
+	dest[SCREENWIDTH*5] = colormap[source[(frac+fracstep)>>25]]; 
+	dest[SCREENWIDTH*6] = colormap[source[(frac+fracstep2)>>25]]; 
+	dest[SCREENWIDTH*7] = colormap[source[(frac+fracstep3)>>25]]; 
+
+	frac += fracstep4; 
+	dest += SCREENWIDTH*8; 
+	count -= 8;
+    } 
+	
+    while (count > 0)
+    { 
+	*dest = colormap[source[frac>>25]]; 
+	dest += SCREENWIDTH; 
+	frac += fracstep; 
+	count--;
+    } 
+}
+#endif
+
+
+void R_DrawColumnLow (void) 
+{ 
+    int			count; 
+    byte*		dest; 
+    byte*		dest2;
+    fixed_t		frac;
+    fixed_t		fracstep;	 
+ 
+    count = dc_yh - dc_yl; 
+
+    // Zero length.
+    if (count < 0) 
+	return; 
+				 
+#ifdef RANGECHECK 
+    if ((unsigned)dc_x >= SCREENWIDTH
+	|| dc_yl < 0
+	|| dc_yh >= SCREENHEIGHT)
+    {
+	
+	I_Error ("R_DrawColumn: %i to %i at %i", dc_yl, dc_yh, dc_x);
+    }
+    //	dccount++; 
+#endif 
+    // Blocky mode, need to multiply by 2.
+    dc_x <<= 1;
+    
+    dest = ylookup[dc_yl] + columnofs[dc_x];
+    dest2 = ylookup[dc_yl] + columnofs[dc_x+1];
+    
+    fracstep = dc_iscale; 
+    frac = dc_texturemid + (dc_yl-centery)*fracstep;
+    
+    do 
+    {
+	// Hack. Does not work corretly.
+	*dest2 = *dest = dc_colormap[dc_source[(frac>>FRACBITS)&127]];
+	dest += SCREENWIDTH;
+	dest2 += SCREENWIDTH;
+	frac += fracstep; 
+
+    } while (count--);
+}
+
+
+//
+// Spectre/Invisibility.
+//
+#define FUZZTABLE		50 
+#define FUZZOFF	(SCREENWIDTH)
+
+
+int	fuzzoffset[FUZZTABLE] =
+{
+    FUZZOFF,-FUZZOFF,FUZZOFF,-FUZZOFF,FUZZOFF,FUZZOFF,-FUZZOFF,
+    FUZZOFF,FUZZOFF,-FUZZOFF,FUZZOFF,FUZZOFF,FUZZOFF,-FUZZOFF,
+    FUZZOFF,FUZZOFF,FUZZOFF,-FUZZOFF,-FUZZOFF,-FUZZOFF,-FUZZOFF,
+    FUZZOFF,-FUZZOFF,-FUZZOFF,FUZZOFF,FUZZOFF,FUZZOFF,FUZZOFF,-FUZZOFF,
+    FUZZOFF,-FUZZOFF,FUZZOFF,FUZZOFF,-FUZZOFF,-FUZZOFF,FUZZOFF,
+    FUZZOFF,-FUZZOFF,-FUZZOFF,-FUZZOFF,-FUZZOFF,FUZZOFF,FUZZOFF,
+    FUZZOFF,FUZZOFF,-FUZZOFF,FUZZOFF,FUZZOFF,-FUZZOFF,FUZZOFF 
+}; 
+
+int	fuzzpos = 0; 
+
+
+//
+// Framebuffer postprocessing.
+// Creates a fuzzy image by copying pixels
+//  from adjacent ones to left and right.
+// Used with an all black colormap, this
+//  could create the SHADOW effect,
+//  i.e. spectres and invisible players.
+//
+void R_DrawFuzzColumn (void) 
+{ 
+    int			count; 
+    byte*		dest; 
+    fixed_t		frac;
+    fixed_t		fracstep;	 
+
+    // Adjust borders. Low... 
+    if (!dc_yl) 
+	dc_yl = 1;
+
+    // .. and high.
+    if (dc_yh == viewheight-1) 
+	dc_yh = viewheight - 2; 
+		 
+    count = dc_yh - dc_yl; 
+
+    // Zero length.
+    if (count < 0) 
+	return; 
+
+    
+#ifdef RANGECHECK 
+    if ((unsigned)dc_x >= SCREENWIDTH
+	|| dc_yl < 0 || dc_yh >= SCREENHEIGHT)
+    {
+	I_Error ("R_DrawFuzzColumn: %i to %i at %i",
+		 dc_yl, dc_yh, dc_x);
+    }
+#endif
+
+
+    // Keep till detailshift bug in blocky mode fixed,
+    //  or blocky mode removed.
+    /* WATCOM code 
+    if (detailshift)
+    {
+	if (dc_x & 1)
+	{
+	    outpw (GC_INDEX,GC_READMAP+(2<<8) ); 
+	    outp (SC_INDEX+1,12); 
+	}
+	else
+	{
+	    outpw (GC_INDEX,GC_READMAP); 
+	    outp (SC_INDEX+1,3); 
+	}
+	dest = destview + dc_yl*80 + (dc_x>>1); 
+    }
+    else
+    {
+	outpw (GC_INDEX,GC_READMAP+((dc_x&3)<<8) ); 
+	outp (SC_INDEX+1,1<<(dc_x&3)); 
+	dest = destview + dc_yl*80 + (dc_x>>2); 
+    }*/
+
+    
+    // Does not work with blocky mode.
+    dest = ylookup[dc_yl] + columnofs[dc_x];
+
+    // Looks familiar.
+    fracstep = dc_iscale; 
+    frac = dc_texturemid + (dc_yl-centery)*fracstep; 
+
+    // Looks like an attempt at dithering,
+    //  using the colormap #6 (of 0-31, a bit
+    //  brighter than average).
+    do 
+    {
+	// Lookup framebuffer, and retrieve
+	//  a pixel that is either one column
+	//  left or right of the current one.
+	// Add index from colormap to index.
+	*dest = colormaps[6*256+dest[fuzzoffset[fuzzpos]]]; 
+
+	// Clamp table lookup index.
+	if (++fuzzpos == FUZZTABLE) 
+	    fuzzpos = 0;
+	
+	dest += SCREENWIDTH;
+
+	frac += fracstep; 
+    } while (count--); 
+} 
+ 
+  
+ 
+
+//
+// R_DrawTranslatedColumn
+// Used to draw player sprites
+//  with the green colorramp mapped to others.
+// Could be used with different translation
+//  tables, e.g. the lighter colored version
+//  of the BaronOfHell, the HellKnight, uses
+//  identical sprites, kinda brightened up.
+//
+byte*	dc_translation;
+byte*	translationtables;
+
+void R_DrawTranslatedColumn (void) 
+{ 
+    int			count; 
+    byte*		dest; 
+    fixed_t		frac;
+    fixed_t		fracstep;	 
+ 
+    count = dc_yh - dc_yl; 
+    if (count < 0) 
+	return; 
+				 
+#ifdef RANGECHECK 
+    if ((unsigned)dc_x >= SCREENWIDTH
+	|| dc_yl < 0
+	|| dc_yh >= SCREENHEIGHT)
+    {
+	I_Error ( "R_DrawColumn: %i to %i at %i",
+		  dc_yl, dc_yh, dc_x);
+    }
+    
+#endif 
+
+
+    // WATCOM VGA specific.
+    /* Keep for fixing.
+    if (detailshift)
+    {
+	if (dc_x & 1)
+	    outp (SC_INDEX+1,12); 
+	else
+	    outp (SC_INDEX+1,3);
+	
+	dest = destview + dc_yl*80 + (dc_x>>1); 
+    }
+    else
+    {
+	outp (SC_INDEX+1,1<<(dc_x&3)); 
+
+	dest = destview + dc_yl*80 + (dc_x>>2); 
+    }*/
+
+    
+    // FIXME. As above.
+    dest = ylookup[dc_yl] + columnofs[dc_x]; 
+
+    // Looks familiar.
+    fracstep = dc_iscale; 
+    frac = dc_texturemid + (dc_yl-centery)*fracstep; 
+
+    // Here we do an additional index re-mapping.
+    do 
+    {
+	// Translation tables are used
+	//  to map certain colorramps to other ones,
+	//  used with PLAY sprites.
+	// Thus the "green" ramp of the player 0 sprite
+	//  is mapped to gray, red, black/indigo. 
+	*dest = dc_colormap[dc_translation[dc_source[frac>>FRACBITS]]];
+	dest += SCREENWIDTH;
+	
+	frac += fracstep; 
+    } while (count--); 
+} 
+
+
+
+
+//
+// R_InitTranslationTables
+// Creates the translation tables to map
+//  the green color ramp to gray, brown, red.
+// Assumes a given structure of the PLAYPAL.
+// Could be read from a lump instead.
+//
+void R_InitTranslationTables (void)
+{
+    int		i;
+	
+    translationtables = Z_Malloc (256*3+255, PU_STATIC, 0);
+    translationtables = (byte *)(( (int)translationtables + 255 )& ~255);
+    
+    // translate just the 16 green colors
+    for (i=0 ; i<256 ; i++)
+    {
+	if (i >= 0x70 && i<= 0x7f)
+	{
+	    // map green ramp to gray, brown, red
+	    translationtables[i] = 0x60 + (i&0xf);
+	    translationtables [i+256] = 0x40 + (i&0xf);
+	    translationtables [i+512] = 0x20 + (i&0xf);
+	}
+	else
+	{
+	    // Keep all other colors as is.
+	    translationtables[i] = translationtables[i+256] 
+		= translationtables[i+512] = i;
+	}
+    }
+}
+
+
+
+
+//
+// R_DrawSpan 
+// With DOOM style restrictions on view orientation,
+//  the floors and ceilings consist of horizontal slices
+//  or spans with constant z depth.
+// However, rotation around the world z axis is possible,
+//  thus this mapping, while simpler and faster than
+//  perspective correct texture mapping, has to traverse
+//  the texture at an angle in all but a few cases.
+// In consequence, flats are not stored by column (like walls),
+//  and the inner loop has to step in texture space u and v.
+//
+int			ds_y; 
+int			ds_x1; 
+int			ds_x2;
+
+lighttable_t*		ds_colormap; 
+
+fixed_t			ds_xfrac; 
+fixed_t			ds_yfrac; 
+fixed_t			ds_xstep; 
+fixed_t			ds_ystep;
+
+// start of a 64*64 tile image 
+byte*			ds_source;	
+
+// just for profiling
+int			dscount;
+
+
+//
+// Draws the actual span.
+void R_DrawSpan (void) 
+{ 
+    fixed_t		xfrac;
+    fixed_t		yfrac; 
+    byte*		dest; 
+    int			count;
+    int			spot; 
+	 
+#ifdef RANGECHECK 
+    if (ds_x2 < ds_x1
+	|| ds_x1<0
+	|| ds_x2>=SCREENWIDTH  
+	|| (unsigned)ds_y>SCREENHEIGHT)
+    {
+	I_Error( "R_DrawSpan: %i to %i at %i",
+		 ds_x1,ds_x2,ds_y);
+    }
+//	dscount++; 
+#endif 
+
+    
+    xfrac = ds_xfrac; 
+    yfrac = ds_yfrac; 
+	 
+    dest = ylookup[ds_y] + columnofs[ds_x1];
+
+    // We do not check for zero spans here?
+    count = ds_x2 - ds_x1; 
+
+    do 
+    {
+	// Current texture index in u,v.
+	spot = ((yfrac>>(16-6))&(63*64)) + ((xfrac>>16)&63);
+
+	// Lookup pixel from flat texture tile,
+	//  re-index using light/colormap.
+	*dest++ = ds_colormap[ds_source[spot]];
+
+	// Next step in u,v.
+	xfrac += ds_xstep; 
+	yfrac += ds_ystep;
+	
+    } while (count--); 
+} 
+
+
+
+// UNUSED.
+// Loop unrolled by 4.
+#if 0
+void R_DrawSpan (void) 
+{ 
+    unsigned	position, step;
+
+    byte*	source;
+    byte*	colormap;
+    byte*	dest;
+    
+    unsigned	count;
+    usingned	spot; 
+    unsigned	value;
+    unsigned	temp;
+    unsigned	xtemp;
+    unsigned	ytemp;
+		
+    position = ((ds_xfrac<<10)&0xffff0000) | ((ds_yfrac>>6)&0xffff);
+    step = ((ds_xstep<<10)&0xffff0000) | ((ds_ystep>>6)&0xffff);
+		
+    source = ds_source;
+    colormap = ds_colormap;
+    dest = ylookup[ds_y] + columnofs[ds_x1];	 
+    count = ds_x2 - ds_x1 + 1; 
+	
+    while (count >= 4) 
+    { 
+	ytemp = position>>4;
+	ytemp = ytemp & 4032;
+	xtemp = position>>26;
+	spot = xtemp | ytemp;
+	position += step;
+	dest[0] = colormap[source[spot]]; 
+
+	ytemp = position>>4;
+	ytemp = ytemp & 4032;
+	xtemp = position>>26;
+	spot = xtemp | ytemp;
+	position += step;
+	dest[1] = colormap[source[spot]];
+	
+	ytemp = position>>4;
+	ytemp = ytemp & 4032;
+	xtemp = position>>26;
+	spot = xtemp | ytemp;
+	position += step;
+	dest[2] = colormap[source[spot]];
+	
+	ytemp = position>>4;
+	ytemp = ytemp & 4032;
+	xtemp = position>>26;
+	spot = xtemp | ytemp;
+	position += step;
+	dest[3] = colormap[source[spot]]; 
+		
+	count -= 4;
+	dest += 4;
+    } 
+    while (count > 0) 
+    { 
+	ytemp = position>>4;
+	ytemp = ytemp & 4032;
+	xtemp = position>>26;
+	spot = xtemp | ytemp;
+	position += step;
+	*dest++ = colormap[source[spot]]; 
+	count--;
+    } 
+} 
+#endif
+
+
+//
+// Again..
+//
+void R_DrawSpanLow (void) 
+{ 
+    fixed_t		xfrac;
+    fixed_t		yfrac; 
+    byte*		dest; 
+    int			count;
+    int			spot; 
+	 
+#ifdef RANGECHECK 
+    if (ds_x2 < ds_x1
+	|| ds_x1<0
+	|| ds_x2>=SCREENWIDTH  
+	|| (unsigned)ds_y>SCREENHEIGHT)
+    {
+	I_Error( "R_DrawSpan: %i to %i at %i",
+		 ds_x1,ds_x2,ds_y);
+    }
+//	dscount++; 
+#endif 
+	 
+    xfrac = ds_xfrac; 
+    yfrac = ds_yfrac; 
+
+    // Blocky mode, need to multiply by 2.
+    ds_x1 <<= 1;
+    ds_x2 <<= 1;
+    
+    dest = ylookup[ds_y] + columnofs[ds_x1];
+  
+    
+    count = ds_x2 - ds_x1; 
+    do 
+    { 
+	spot = ((yfrac>>(16-6))&(63*64)) + ((xfrac>>16)&63);
+	// Lowres/blocky mode does it twice,
+	//  while scale is adjusted appropriately.
+	*dest++ = ds_colormap[ds_source[spot]]; 
+	*dest++ = ds_colormap[ds_source[spot]];
+	
+	xfrac += ds_xstep; 
+	yfrac += ds_ystep; 
+
+    } while (count--); 
+}
+
+//
+// R_InitBuffer 
+// Creats lookup tables that avoid
+//  multiplies and other hazzles
+//  for getting the framebuffer address
+//  of a pixel to draw.
+//
+void
+R_InitBuffer
+( int		width,
+  int		height ) 
+{ 
+    int		i; 
+
+    // Handle resize,
+    //  e.g. smaller view windows
+    //  with border and/or status bar.
+    viewwindowx = (SCREENWIDTH-width) >> 1; 
+
+    // Column offset. For windows.
+    for (i=0 ; i<width ; i++) 
+	columnofs[i] = viewwindowx + i;
+
+    // Samw with base row offset.
+    if (width == SCREENWIDTH) 
+	viewwindowy = 0; 
+    else 
+	viewwindowy = (SCREENHEIGHT-SBARHEIGHT-height) >> 1; 
+
+    // Preclaculate all row offsets.
+    for (i=0 ; i<height ; i++) 
+	ylookup[i] = screens[0] + (i+viewwindowy)*SCREENWIDTH; 
+} 
+ 
+ 
+
+
+//
+// R_FillBackScreen
+// Fills the back screen with a pattern
+//  for variable screen sizes
+// Also draws a beveled edge.
+//
+void R_FillBackScreen (void) 
+{ 
+    byte*	src;
+    byte*	dest; 
+    int		x;
+    int		y; 
+    patch_t*	patch;
+
+    // DOOM border patch.
+    char	name1[] = "FLOOR7_2";
+
+    // DOOM II border patch.
+    char	name2[] = "GRNROCK";	
+
+    char*	name;
+	
+    if (scaledviewwidth == 320)
+	return;
+	
+    if ( gamemode == commercial)
+	name = name2;
+    else
+	name = name1;
+    
+    src = W_CacheLumpName (name, PU_CACHE); 
+    dest = screens[1]; 
+	 
+    for (y=0 ; y<SCREENHEIGHT-SBARHEIGHT ; y++) 
+    { 
+	for (x=0 ; x<SCREENWIDTH/64 ; x++) 
+	{ 
+	    memcpy (dest, src+((y&63)<<6), 64); 
+	    dest += 64; 
+	} 
+
+	if (SCREENWIDTH&63) 
+	{ 
+	    memcpy (dest, src+((y&63)<<6), SCREENWIDTH&63); 
+	    dest += (SCREENWIDTH&63); 
+	} 
+    } 
+	
+    patch = W_CacheLumpName ("brdr_t",PU_CACHE);
+
+    for (x=0 ; x<scaledviewwidth ; x+=8)
+	V_DrawPatch (viewwindowx+x,viewwindowy-8,1,patch);
+    patch = W_CacheLumpName ("brdr_b",PU_CACHE);
+
+    for (x=0 ; x<scaledviewwidth ; x+=8)
+	V_DrawPatch (viewwindowx+x,viewwindowy+viewheight,1,patch);
+    patch = W_CacheLumpName ("brdr_l",PU_CACHE);
+
+    for (y=0 ; y<viewheight ; y+=8)
+	V_DrawPatch (viewwindowx-8,viewwindowy+y,1,patch);
+    patch = W_CacheLumpName ("brdr_r",PU_CACHE);
+
+    for (y=0 ; y<viewheight ; y+=8)
+	V_DrawPatch (viewwindowx+scaledviewwidth,viewwindowy+y,1,patch);
+
+
+    // Draw beveled edge. 
+    V_DrawPatch (viewwindowx-8,
+		 viewwindowy-8,
+		 1,
+		 W_CacheLumpName ("brdr_tl",PU_CACHE));
+    
+    V_DrawPatch (viewwindowx+scaledviewwidth,
+		 viewwindowy-8,
+		 1,
+		 W_CacheLumpName ("brdr_tr",PU_CACHE));
+    
+    V_DrawPatch (viewwindowx-8,
+		 viewwindowy+viewheight,
+		 1,
+		 W_CacheLumpName ("brdr_bl",PU_CACHE));
+    
+    V_DrawPatch (viewwindowx+scaledviewwidth,
+		 viewwindowy+viewheight,
+		 1,
+		 W_CacheLumpName ("brdr_br",PU_CACHE));
+} 
+ 
+
+//
+// Copy a screen buffer.
+//
+void
+R_VideoErase
+( unsigned	ofs,
+  int		count ) 
+{ 
+  // LFB copy.
+  // This might not be a good idea if memcpy
+  //  is not optiomal, e.g. byte by byte on
+  //  a 32bit CPU, as GNU GCC/Linux libc did
+  //  at one point.
+    memcpy (screens[0]+ofs, screens[1]+ofs, count); 
+} 
+
+
+//
+// R_DrawViewBorder
+// Draws the border around the view
+//  for different size windows?
+//
+void
+V_MarkRect
+( int		x,
+  int		y,
+  int		width,
+  int		height ); 
+ 
+void R_DrawViewBorder (void) 
+{ 
+    int		top;
+    int		side;
+    int		ofs;
+    int		i; 
+ 
+    if (scaledviewwidth == SCREENWIDTH) 
+	return; 
+  
+    top = ((SCREENHEIGHT-SBARHEIGHT)-viewheight)/2; 
+    side = (SCREENWIDTH-scaledviewwidth)/2; 
+ 
+    // copy top and one line of left side 
+    R_VideoErase (0, top*SCREENWIDTH+side); 
+ 
+    // copy one line of right side and bottom 
+    ofs = (viewheight+top)*SCREENWIDTH-side; 
+    R_VideoErase (ofs, top*SCREENWIDTH+side); 
+ 
+    // copy sides using wraparound 
+    ofs = top*SCREENWIDTH + SCREENWIDTH-side; 
+    side <<= 1;
+    
+    for (i=1 ; i<viewheight ; i++) 
+    { 
+	R_VideoErase (ofs, side); 
+	ofs += SCREENWIDTH; 
+    } 
+
+    // ? 
+    V_MarkRect (0,0,SCREENWIDTH, SCREENHEIGHT-SBARHEIGHT); 
+} 
+ 
+ 
--- /dev/null
+++ b/src/r_draw.h
@@ -1,0 +1,118 @@
+// Emacs style mode select   -*- C++ -*- 
+//-----------------------------------------------------------------------------
+//
+// $Id: r_draw.h 4 2005-07-23 16:19:41Z fraggle $
+//
+// Copyright (C) 1993-1996 by id Software, Inc.
+//
+// This source is available for distribution and/or modification
+// only under the terms of the DOOM Source Code License as
+// published by id Software. All rights reserved.
+//
+// The source is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
+// for more details.
+//
+// DESCRIPTION:
+//	System specific interface stuff.
+//
+//-----------------------------------------------------------------------------
+
+
+#ifndef __R_DRAW__
+#define __R_DRAW__
+
+
+#ifdef __GNUG__
+#pragma interface
+#endif
+
+
+extern lighttable_t*	dc_colormap;
+extern int		dc_x;
+extern int		dc_yl;
+extern int		dc_yh;
+extern fixed_t		dc_iscale;
+extern fixed_t		dc_texturemid;
+
+// first pixel in a column
+extern byte*		dc_source;		
+
+
+// The span blitting interface.
+// Hook in assembler or system specific BLT
+//  here.
+void 	R_DrawColumn (void);
+void 	R_DrawColumnLow (void);
+
+// The Spectre/Invisibility effect.
+void 	R_DrawFuzzColumn (void);
+void 	R_DrawFuzzColumnLow (void);
+
+// Draw with color translation tables,
+//  for player sprite rendering,
+//  Green/Red/Blue/Indigo shirts.
+void	R_DrawTranslatedColumn (void);
+void	R_DrawTranslatedColumnLow (void);
+
+void
+R_VideoErase
+( unsigned	ofs,
+  int		count );
+
+extern int		ds_y;
+extern int		ds_x1;
+extern int		ds_x2;
+
+extern lighttable_t*	ds_colormap;
+
+extern fixed_t		ds_xfrac;
+extern fixed_t		ds_yfrac;
+extern fixed_t		ds_xstep;
+extern fixed_t		ds_ystep;
+
+// start of a 64*64 tile image
+extern byte*		ds_source;		
+
+extern byte*		translationtables;
+extern byte*		dc_translation;
+
+
+// Span blitting for rows, floor/ceiling.
+// No Sepctre effect needed.
+void 	R_DrawSpan (void);
+
+// Low resolution mode, 160x200?
+void 	R_DrawSpanLow (void);
+
+
+void
+R_InitBuffer
+( int		width,
+  int		height );
+
+
+// Initialize color translation tables,
+//  for player rendering etc.
+void	R_InitTranslationTables (void);
+
+
+
+// Rendering function.
+void R_FillBackScreen (void);
+
+// If the view size is not full screen, draws a border around it.
+void R_DrawViewBorder (void);
+
+
+
+#endif
+//-----------------------------------------------------------------------------
+//
+// $Log$
+// Revision 1.1  2005/07/23 16:19:49  fraggle
+// Initial revision
+//
+//
+//-----------------------------------------------------------------------------
--- /dev/null
+++ b/src/r_local.h
@@ -1,0 +1,56 @@
+// Emacs style mode select   -*- C++ -*- 
+//-----------------------------------------------------------------------------
+//
+// $Id: r_local.h 4 2005-07-23 16:19:41Z fraggle $
+//
+// Copyright (C) 1993-1996 by id Software, Inc.
+//
+// This source is available for distribution and/or modification
+// only under the terms of the DOOM Source Code License as
+// published by id Software. All rights reserved.
+//
+// The source is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
+// for more details.
+//
+// DESCRIPTION:
+//	Refresh (R_*) module, global header.
+//	All the rendering/drawing stuff is here.
+//
+//-----------------------------------------------------------------------------
+
+#ifndef __R_LOCAL__
+#define __R_LOCAL__
+
+// Binary Angles, sine/cosine/atan lookups.
+#include "tables.h"
+
+// Screen size related parameters.
+#include "doomdef.h"
+
+// Include the refresh/render data structs.
+#include "r_data.h"
+
+
+
+//
+// Separate header file for each module.
+//
+#include "r_main.h"
+#include "r_bsp.h"
+#include "r_segs.h"
+#include "r_plane.h"
+#include "r_data.h"
+#include "r_things.h"
+#include "r_draw.h"
+
+#endif		// __R_LOCAL__
+//-----------------------------------------------------------------------------
+//
+// $Log$
+// Revision 1.1  2005/07/23 16:19:42  fraggle
+// Initial revision
+//
+//
+//-----------------------------------------------------------------------------
--- /dev/null
+++ b/src/r_main.c
@@ -1,0 +1,901 @@
+// Emacs style mode select   -*- C++ -*- 
+//-----------------------------------------------------------------------------
+//
+// $Id: r_main.c 4 2005-07-23 16:19:41Z fraggle $
+//
+// Copyright (C) 1993-1996 by id Software, Inc.
+//
+// This source is available for distribution and/or modification
+// only under the terms of the DOOM Source Code License as
+// published by id Software. All rights reserved.
+//
+// The source is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
+// for more details.
+//
+// $Log$
+// Revision 1.1  2005/07/23 16:19:58  fraggle
+// Initial revision
+//
+//
+// DESCRIPTION:
+//	Rendering main loop and setup functions,
+//	 utility functions (BSP, geometry, trigonometry).
+//	See tables.c, too.
+//
+//-----------------------------------------------------------------------------
+
+
+static const char rcsid[] = "$Id: r_main.c 4 2005-07-23 16:19:41Z fraggle $";
+
+
+
+#include <stdlib.h>
+#include <math.h>
+
+
+#include "doomdef.h"
+#include "d_net.h"
+
+#include "m_bbox.h"
+
+#include "r_local.h"
+#include "r_sky.h"
+
+
+
+
+
+// Fineangles in the SCREENWIDTH wide window.
+#define FIELDOFVIEW		2048	
+
+
+
+int			viewangleoffset;
+
+// increment every time a check is made
+int			validcount = 1;		
+
+
+lighttable_t*		fixedcolormap;
+extern lighttable_t**	walllights;
+
+int			centerx;
+int			centery;
+
+fixed_t			centerxfrac;
+fixed_t			centeryfrac;
+fixed_t			projection;
+
+// just for profiling purposes
+int			framecount;	
+
+int			sscount;
+int			linecount;
+int			loopcount;
+
+fixed_t			viewx;
+fixed_t			viewy;
+fixed_t			viewz;
+
+angle_t			viewangle;
+
+fixed_t			viewcos;
+fixed_t			viewsin;
+
+player_t*		viewplayer;
+
+// 0 = high, 1 = low
+int			detailshift;	
+
+//
+// precalculated math tables
+//
+angle_t			clipangle;
+
+// The viewangletox[viewangle + FINEANGLES/4] lookup
+// maps the visible view angles to screen X coordinates,
+// flattening the arc to a flat projection plane.
+// There will be many angles mapped to the same X. 
+int			viewangletox[FINEANGLES/2];
+
+// The xtoviewangleangle[] table maps a screen pixel
+// to the lowest viewangle that maps back to x ranges
+// from clipangle to -clipangle.
+angle_t			xtoviewangle[SCREENWIDTH+1];
+
+
+// UNUSED.
+// The finetangentgent[angle+FINEANGLES/4] table
+// holds the fixed_t tangent values for view angles,
+// ranging from MININT to 0 to MAXINT.
+// fixed_t		finetangent[FINEANGLES/2];
+
+// fixed_t		finesine[5*FINEANGLES/4];
+fixed_t*		finecosine = &finesine[FINEANGLES/4];
+
+
+lighttable_t*		scalelight[LIGHTLEVELS][MAXLIGHTSCALE];
+lighttable_t*		scalelightfixed[MAXLIGHTSCALE];
+lighttable_t*		zlight[LIGHTLEVELS][MAXLIGHTZ];
+
+// bumped light from gun blasts
+int			extralight;			
+
+
+
+void (*colfunc) (void);
+void (*basecolfunc) (void);
+void (*fuzzcolfunc) (void);
+void (*transcolfunc) (void);
+void (*spanfunc) (void);
+
+
+
+//
+// R_AddPointToBox
+// Expand a given bbox
+// so that it encloses a given point.
+//
+void
+R_AddPointToBox
+( int		x,
+  int		y,
+  fixed_t*	box )
+{
+    if (x< box[BOXLEFT])
+	box[BOXLEFT] = x;
+    if (x> box[BOXRIGHT])
+	box[BOXRIGHT] = x;
+    if (y< box[BOXBOTTOM])
+	box[BOXBOTTOM] = y;
+    if (y> box[BOXTOP])
+	box[BOXTOP] = y;
+}
+
+
+//
+// R_PointOnSide
+// Traverse BSP (sub) tree,
+//  check point against partition plane.
+// Returns side 0 (front) or 1 (back).
+//
+int
+R_PointOnSide
+( fixed_t	x,
+  fixed_t	y,
+  node_t*	node )
+{
+    fixed_t	dx;
+    fixed_t	dy;
+    fixed_t	left;
+    fixed_t	right;
+	
+    if (!node->dx)
+    {
+	if (x <= node->x)
+	    return node->dy > 0;
+	
+	return node->dy < 0;
+    }
+    if (!node->dy)
+    {
+	if (y <= node->y)
+	    return node->dx < 0;
+	
+	return node->dx > 0;
+    }
+	
+    dx = (x - node->x);
+    dy = (y - node->y);
+	
+    // Try to quickly decide by looking at sign bits.
+    if ( (node->dy ^ node->dx ^ dx ^ dy)&0x80000000 )
+    {
+	if  ( (node->dy ^ dx) & 0x80000000 )
+	{
+	    // (left is negative)
+	    return 1;
+	}
+	return 0;
+    }
+
+    left = FixedMul ( node->dy>>FRACBITS , dx );
+    right = FixedMul ( dy , node->dx>>FRACBITS );
+	
+    if (right < left)
+    {
+	// front side
+	return 0;
+    }
+    // back side
+    return 1;			
+}
+
+
+int
+R_PointOnSegSide
+( fixed_t	x,
+  fixed_t	y,
+  seg_t*	line )
+{
+    fixed_t	lx;
+    fixed_t	ly;
+    fixed_t	ldx;
+    fixed_t	ldy;
+    fixed_t	dx;
+    fixed_t	dy;
+    fixed_t	left;
+    fixed_t	right;
+	
+    lx = line->v1->x;
+    ly = line->v1->y;
+	
+    ldx = line->v2->x - lx;
+    ldy = line->v2->y - ly;
+	
+    if (!ldx)
+    {
+	if (x <= lx)
+	    return ldy > 0;
+	
+	return ldy < 0;
+    }
+    if (!ldy)
+    {
+	if (y <= ly)
+	    return ldx < 0;
+	
+	return ldx > 0;
+    }
+	
+    dx = (x - lx);
+    dy = (y - ly);
+	
+    // Try to quickly decide by looking at sign bits.
+    if ( (ldy ^ ldx ^ dx ^ dy)&0x80000000 )
+    {
+	if  ( (ldy ^ dx) & 0x80000000 )
+	{
+	    // (left is negative)
+	    return 1;
+	}
+	return 0;
+    }
+
+    left = FixedMul ( ldy>>FRACBITS , dx );
+    right = FixedMul ( dy , ldx>>FRACBITS );
+	
+    if (right < left)
+    {
+	// front side
+	return 0;
+    }
+    // back side
+    return 1;			
+}
+
+
+//
+// R_PointToAngle
+// To get a global angle from cartesian coordinates,
+//  the coordinates are flipped until they are in
+//  the first octant of the coordinate system, then
+//  the y (<=x) is scaled and divided by x to get a
+//  tangent (slope) value which is looked up in the
+//  tantoangle[] table.
+
+//
+
+
+
+
+angle_t
+R_PointToAngle
+( fixed_t	x,
+  fixed_t	y )
+{	
+    x -= viewx;
+    y -= viewy;
+    
+    if ( (!x) && (!y) )
+	return 0;
+
+    if (x>= 0)
+    {
+	// x >=0
+	if (y>= 0)
+	{
+	    // y>= 0
+
+	    if (x>y)
+	    {
+		// octant 0
+		return tantoangle[ SlopeDiv(y,x)];
+	    }
+	    else
+	    {
+		// octant 1
+		return ANG90-1-tantoangle[ SlopeDiv(x,y)];
+	    }
+	}
+	else
+	{
+	    // y<0
+	    y = -y;
+
+	    if (x>y)
+	    {
+		// octant 8
+		return -tantoangle[SlopeDiv(y,x)];
+	    }
+	    else
+	    {
+		// octant 7
+		return ANG270+tantoangle[ SlopeDiv(x,y)];
+	    }
+	}
+    }
+    else
+    {
+	// x<0
+	x = -x;
+
+	if (y>= 0)
+	{
+	    // y>= 0
+	    if (x>y)
+	    {
+		// octant 3
+		return ANG180-1-tantoangle[ SlopeDiv(y,x)];
+	    }
+	    else
+	    {
+		// octant 2
+		return ANG90+ tantoangle[ SlopeDiv(x,y)];
+	    }
+	}
+	else
+	{
+	    // y<0
+	    y = -y;
+
+	    if (x>y)
+	    {
+		// octant 4
+		return ANG180+tantoangle[ SlopeDiv(y,x)];
+	    }
+	    else
+	    {
+		 // octant 5
+		return ANG270-1-tantoangle[ SlopeDiv(x,y)];
+	    }
+	}
+    }
+    return 0;
+}
+
+
+angle_t
+R_PointToAngle2
+( fixed_t	x1,
+  fixed_t	y1,
+  fixed_t	x2,
+  fixed_t	y2 )
+{	
+    viewx = x1;
+    viewy = y1;
+    
+    return R_PointToAngle (x2, y2);
+}
+
+
+fixed_t
+R_PointToDist
+( fixed_t	x,
+  fixed_t	y )
+{
+    int		angle;
+    fixed_t	dx;
+    fixed_t	dy;
+    fixed_t	temp;
+    fixed_t	dist;
+	
+    dx = abs(x - viewx);
+    dy = abs(y - viewy);
+	
+    if (dy>dx)
+    {
+	temp = dx;
+	dx = dy;
+	dy = temp;
+    }
+	
+    angle = (tantoangle[ FixedDiv(dy,dx)>>DBITS ]+ANG90) >> ANGLETOFINESHIFT;
+
+    // use as cosine
+    dist = FixedDiv (dx, finesine[angle] );	
+	
+    return dist;
+}
+
+
+
+
+//
+// R_InitPointToAngle
+//
+void R_InitPointToAngle (void)
+{
+    // UNUSED - now getting from tables.c
+#if 0
+    int	i;
+    long	t;
+    float	f;
+//
+// slope (tangent) to angle lookup
+//
+    for (i=0 ; i<=SLOPERANGE ; i++)
+    {
+	f = atan( (float)i/SLOPERANGE )/(3.141592657*2);
+	t = 0xffffffff*f;
+	tantoangle[i] = t;
+    }
+#endif
+}
+
+
+//
+// R_ScaleFromGlobalAngle
+// Returns the texture mapping scale
+//  for the current line (horizontal span)
+//  at the given angle.
+// rw_distance must be calculated first.
+//
+fixed_t R_ScaleFromGlobalAngle (angle_t visangle)
+{
+    fixed_t		scale;
+    int			anglea;
+    int			angleb;
+    int			sinea;
+    int			sineb;
+    fixed_t		num;
+    int			den;
+
+    // UNUSED
+#if 0
+{
+    fixed_t		dist;
+    fixed_t		z;
+    fixed_t		sinv;
+    fixed_t		cosv;
+	
+    sinv = finesine[(visangle-rw_normalangle)>>ANGLETOFINESHIFT];	
+    dist = FixedDiv (rw_distance, sinv);
+    cosv = finecosine[(viewangle-visangle)>>ANGLETOFINESHIFT];
+    z = abs(FixedMul (dist, cosv));
+    scale = FixedDiv(projection, z);
+    return scale;
+}
+#endif
+
+    anglea = ANG90 + (visangle-viewangle);
+    angleb = ANG90 + (visangle-rw_normalangle);
+
+    // both sines are allways positive
+    sinea = finesine[anglea>>ANGLETOFINESHIFT];	
+    sineb = finesine[angleb>>ANGLETOFINESHIFT];
+    num = FixedMul(projection,sineb)<<detailshift;
+    den = FixedMul(rw_distance,sinea);
+
+    if (den > num>>16)
+    {
+	scale = FixedDiv (num, den);
+
+	if (scale > 64*FRACUNIT)
+	    scale = 64*FRACUNIT;
+	else if (scale < 256)
+	    scale = 256;
+    }
+    else
+	scale = 64*FRACUNIT;
+	
+    return scale;
+}
+
+
+
+//
+// R_InitTables
+//
+void R_InitTables (void)
+{
+    // UNUSED: now getting from tables.c
+#if 0
+    int		i;
+    float	a;
+    float	fv;
+    int		t;
+    
+    // viewangle tangent table
+    for (i=0 ; i<FINEANGLES/2 ; i++)
+    {
+	a = (i-FINEANGLES/4+0.5)*PI*2/FINEANGLES;
+	fv = FRACUNIT*tan (a);
+	t = fv;
+	finetangent[i] = t;
+    }
+    
+    // finesine table
+    for (i=0 ; i<5*FINEANGLES/4 ; i++)
+    {
+	// OPTIMIZE: mirror...
+	a = (i+0.5)*PI*2/FINEANGLES;
+	t = FRACUNIT*sin (a);
+	finesine[i] = t;
+    }
+#endif
+
+}
+
+
+
+//
+// R_InitTextureMapping
+//
+void R_InitTextureMapping (void)
+{
+    int			i;
+    int			x;
+    int			t;
+    fixed_t		focallength;
+    
+    // Use tangent table to generate viewangletox:
+    //  viewangletox will give the next greatest x
+    //  after the view angle.
+    //
+    // Calc focallength
+    //  so FIELDOFVIEW angles covers SCREENWIDTH.
+    focallength = FixedDiv (centerxfrac,
+			    finetangent[FINEANGLES/4+FIELDOFVIEW/2] );
+	
+    for (i=0 ; i<FINEANGLES/2 ; i++)
+    {
+	if (finetangent[i] > FRACUNIT*2)
+	    t = -1;
+	else if (finetangent[i] < -FRACUNIT*2)
+	    t = viewwidth+1;
+	else
+	{
+	    t = FixedMul (finetangent[i], focallength);
+	    t = (centerxfrac - t+FRACUNIT-1)>>FRACBITS;
+
+	    if (t < -1)
+		t = -1;
+	    else if (t>viewwidth+1)
+		t = viewwidth+1;
+	}
+	viewangletox[i] = t;
+    }
+    
+    // Scan viewangletox[] to generate xtoviewangle[]:
+    //  xtoviewangle will give the smallest view angle
+    //  that maps to x.	
+    for (x=0;x<=viewwidth;x++)
+    {
+	i = 0;
+	while (viewangletox[i]>x)
+	    i++;
+	xtoviewangle[x] = (i<<ANGLETOFINESHIFT)-ANG90;
+    }
+    
+    // Take out the fencepost cases from viewangletox.
+    for (i=0 ; i<FINEANGLES/2 ; i++)
+    {
+	t = FixedMul (finetangent[i], focallength);
+	t = centerx - t;
+	
+	if (viewangletox[i] == -1)
+	    viewangletox[i] = 0;
+	else if (viewangletox[i] == viewwidth+1)
+	    viewangletox[i]  = viewwidth;
+    }
+	
+    clipangle = xtoviewangle[0];
+}
+
+
+
+//
+// R_InitLightTables
+// Only inits the zlight table,
+//  because the scalelight table changes with view size.
+//
+#define DISTMAP		2
+
+void R_InitLightTables (void)
+{
+    int		i;
+    int		j;
+    int		level;
+    int		startmap; 	
+    int		scale;
+    
+    // Calculate the light levels to use
+    //  for each level / distance combination.
+    for (i=0 ; i< LIGHTLEVELS ; i++)
+    {
+	startmap = ((LIGHTLEVELS-1-i)*2)*NUMCOLORMAPS/LIGHTLEVELS;
+	for (j=0 ; j<MAXLIGHTZ ; j++)
+	{
+	    scale = FixedDiv ((SCREENWIDTH/2*FRACUNIT), (j+1)<<LIGHTZSHIFT);
+	    scale >>= LIGHTSCALESHIFT;
+	    level = startmap - scale/DISTMAP;
+	    
+	    if (level < 0)
+		level = 0;
+
+	    if (level >= NUMCOLORMAPS)
+		level = NUMCOLORMAPS-1;
+
+	    zlight[i][j] = colormaps + level*256;
+	}
+    }
+}
+
+
+
+//
+// R_SetViewSize
+// Do not really change anything here,
+//  because it might be in the middle of a refresh.
+// The change will take effect next refresh.
+//
+boolean		setsizeneeded;
+int		setblocks;
+int		setdetail;
+
+
+void
+R_SetViewSize
+( int		blocks,
+  int		detail )
+{
+    setsizeneeded = true;
+    setblocks = blocks;
+    setdetail = detail;
+}
+
+
+//
+// R_ExecuteSetViewSize
+//
+void R_ExecuteSetViewSize (void)
+{
+    fixed_t	cosadj;
+    fixed_t	dy;
+    int		i;
+    int		j;
+    int		level;
+    int		startmap; 	
+
+    setsizeneeded = false;
+
+    if (setblocks == 11)
+    {
+	scaledviewwidth = SCREENWIDTH;
+	viewheight = SCREENHEIGHT;
+    }
+    else
+    {
+	scaledviewwidth = setblocks*32;
+	viewheight = (setblocks*168/10)&~7;
+    }
+    
+    detailshift = setdetail;
+    viewwidth = scaledviewwidth>>detailshift;
+	
+    centery = viewheight/2;
+    centerx = viewwidth/2;
+    centerxfrac = centerx<<FRACBITS;
+    centeryfrac = centery<<FRACBITS;
+    projection = centerxfrac;
+
+    if (!detailshift)
+    {
+	colfunc = basecolfunc = R_DrawColumn;
+	fuzzcolfunc = R_DrawFuzzColumn;
+	transcolfunc = R_DrawTranslatedColumn;
+	spanfunc = R_DrawSpan;
+    }
+    else
+    {
+	colfunc = basecolfunc = R_DrawColumnLow;
+	fuzzcolfunc = R_DrawFuzzColumn;
+	transcolfunc = R_DrawTranslatedColumn;
+	spanfunc = R_DrawSpanLow;
+    }
+
+    R_InitBuffer (scaledviewwidth, viewheight);
+	
+    R_InitTextureMapping ();
+    
+    // psprite scales
+    pspritescale = FRACUNIT*viewwidth/SCREENWIDTH;
+    pspriteiscale = FRACUNIT*SCREENWIDTH/viewwidth;
+    
+    // thing clipping
+    for (i=0 ; i<viewwidth ; i++)
+	screenheightarray[i] = viewheight;
+    
+    // planes
+    for (i=0 ; i<viewheight ; i++)
+    {
+	dy = ((i-viewheight/2)<<FRACBITS)+FRACUNIT/2;
+	dy = abs(dy);
+	yslope[i] = FixedDiv ( (viewwidth<<detailshift)/2*FRACUNIT, dy);
+    }
+	
+    for (i=0 ; i<viewwidth ; i++)
+    {
+	cosadj = abs(finecosine[xtoviewangle[i]>>ANGLETOFINESHIFT]);
+	distscale[i] = FixedDiv (FRACUNIT,cosadj);
+    }
+    
+    // Calculate the light levels to use
+    //  for each level / scale combination.
+    for (i=0 ; i< LIGHTLEVELS ; i++)
+    {
+	startmap = ((LIGHTLEVELS-1-i)*2)*NUMCOLORMAPS/LIGHTLEVELS;
+	for (j=0 ; j<MAXLIGHTSCALE ; j++)
+	{
+	    level = startmap - j*SCREENWIDTH/(viewwidth<<detailshift)/DISTMAP;
+	    
+	    if (level < 0)
+		level = 0;
+
+	    if (level >= NUMCOLORMAPS)
+		level = NUMCOLORMAPS-1;
+
+	    scalelight[i][j] = colormaps + level*256;
+	}
+    }
+}
+
+
+
+//
+// R_Init
+//
+extern int	detailLevel;
+extern int	screenblocks;
+
+
+
+void R_Init (void)
+{
+    R_InitData ();
+    printf ("\nR_InitData");
+    R_InitPointToAngle ();
+    printf ("\nR_InitPointToAngle");
+    R_InitTables ();
+    // viewwidth / viewheight / detailLevel are set by the defaults
+    printf ("\nR_InitTables");
+
+    R_SetViewSize (screenblocks, detailLevel);
+    R_InitPlanes ();
+    printf ("\nR_InitPlanes");
+    R_InitLightTables ();
+    printf ("\nR_InitLightTables");
+    R_InitSkyMap ();
+    printf ("\nR_InitSkyMap");
+    R_InitTranslationTables ();
+    printf ("\nR_InitTranslationsTables");
+	
+    framecount = 0;
+}
+
+
+//
+// R_PointInSubsector
+//
+subsector_t*
+R_PointInSubsector
+( fixed_t	x,
+  fixed_t	y )
+{
+    node_t*	node;
+    int		side;
+    int		nodenum;
+
+    // single subsector is a special case
+    if (!numnodes)				
+	return subsectors;
+		
+    nodenum = numnodes-1;
+
+    while (! (nodenum & NF_SUBSECTOR) )
+    {
+	node = &nodes[nodenum];
+	side = R_PointOnSide (x, y, node);
+	nodenum = node->children[side];
+    }
+	
+    return &subsectors[nodenum & ~NF_SUBSECTOR];
+}
+
+
+
+//
+// R_SetupFrame
+//
+void R_SetupFrame (player_t* player)
+{		
+    int		i;
+    
+    viewplayer = player;
+    viewx = player->mo->x;
+    viewy = player->mo->y;
+    viewangle = player->mo->angle + viewangleoffset;
+    extralight = player->extralight;
+
+    viewz = player->viewz;
+    
+    viewsin = finesine[viewangle>>ANGLETOFINESHIFT];
+    viewcos = finecosine[viewangle>>ANGLETOFINESHIFT];
+	
+    sscount = 0;
+	
+    if (player->fixedcolormap)
+    {
+	fixedcolormap =
+	    colormaps
+	    + player->fixedcolormap*256*sizeof(lighttable_t);
+	
+	walllights = scalelightfixed;
+
+	for (i=0 ; i<MAXLIGHTSCALE ; i++)
+	    scalelightfixed[i] = fixedcolormap;
+    }
+    else
+	fixedcolormap = 0;
+		
+    framecount++;
+    validcount++;
+}
+
+
+
+//
+// R_RenderView
+//
+void R_RenderPlayerView (player_t* player)
+{	
+    R_SetupFrame (player);
+
+    // Clear buffers.
+    R_ClearClipSegs ();
+    R_ClearDrawSegs ();
+    R_ClearPlanes ();
+    R_ClearSprites ();
+    
+    // check for new console commands.
+    NetUpdate ();
+
+    // The head node is the last node output.
+    R_RenderBSPNode (numnodes-1);
+    
+    // Check for new console commands.
+    NetUpdate ();
+    
+    R_DrawPlanes ();
+    
+    // Check for new console commands.
+    NetUpdate ();
+    
+    R_DrawMasked ();
+
+    // Check for new console commands.
+    NetUpdate ();				
+}
--- /dev/null
+++ b/src/r_main.h
@@ -1,0 +1,175 @@
+// Emacs style mode select   -*- C++ -*- 
+//-----------------------------------------------------------------------------
+//
+// $Id: r_main.h 4 2005-07-23 16:19:41Z fraggle $
+//
+// Copyright (C) 1993-1996 by id Software, Inc.
+//
+// This source is available for distribution and/or modification
+// only under the terms of the DOOM Source Code License as
+// published by id Software. All rights reserved.
+//
+// The source is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
+// for more details.
+//
+// DESCRIPTION:
+//	System specific interface stuff.
+//
+//-----------------------------------------------------------------------------
+
+
+#ifndef __R_MAIN__
+#define __R_MAIN__
+
+#include "d_player.h"
+#include "r_data.h"
+
+
+#ifdef __GNUG__
+#pragma interface
+#endif
+
+
+//
+// POV related.
+//
+extern fixed_t		viewcos;
+extern fixed_t		viewsin;
+
+extern int		viewwidth;
+extern int		viewheight;
+extern int		viewwindowx;
+extern int		viewwindowy;
+
+
+
+extern int		centerx;
+extern int		centery;
+
+extern fixed_t		centerxfrac;
+extern fixed_t		centeryfrac;
+extern fixed_t		projection;
+
+extern int		validcount;
+
+extern int		linecount;
+extern int		loopcount;
+
+
+//
+// Lighting LUT.
+// Used for z-depth cuing per column/row,
+//  and other lighting effects (sector ambient, flash).
+//
+
+// Lighting constants.
+// Now why not 32 levels here?
+#define LIGHTLEVELS	        16
+#define LIGHTSEGSHIFT	         4
+
+#define MAXLIGHTSCALE		48
+#define LIGHTSCALESHIFT		12
+#define MAXLIGHTZ	       128
+#define LIGHTZSHIFT		20
+
+extern lighttable_t*	scalelight[LIGHTLEVELS][MAXLIGHTSCALE];
+extern lighttable_t*	scalelightfixed[MAXLIGHTSCALE];
+extern lighttable_t*	zlight[LIGHTLEVELS][MAXLIGHTZ];
+
+extern int		extralight;
+extern lighttable_t*	fixedcolormap;
+
+
+// Number of diminishing brightness levels.
+// There a 0-31, i.e. 32 LUT in the COLORMAP lump.
+#define NUMCOLORMAPS		32
+
+
+// Blocky/low detail mode.
+//B remove this?
+//  0 = high, 1 = low
+extern	int		detailshift;	
+
+
+//
+// Function pointers to switch refresh/drawing functions.
+// Used to select shadow mode etc.
+//
+extern void		(*colfunc) (void);
+extern void		(*basecolfunc) (void);
+extern void		(*fuzzcolfunc) (void);
+// No shadow effects on floors.
+extern void		(*spanfunc) (void);
+
+
+//
+// Utility functions.
+int
+R_PointOnSide
+( fixed_t	x,
+  fixed_t	y,
+  node_t*	node );
+
+int
+R_PointOnSegSide
+( fixed_t	x,
+  fixed_t	y,
+  seg_t*	line );
+
+angle_t
+R_PointToAngle
+( fixed_t	x,
+  fixed_t	y );
+
+angle_t
+R_PointToAngle2
+( fixed_t	x1,
+  fixed_t	y1,
+  fixed_t	x2,
+  fixed_t	y2 );
+
+fixed_t
+R_PointToDist
+( fixed_t	x,
+  fixed_t	y );
+
+
+fixed_t R_ScaleFromGlobalAngle (angle_t visangle);
+
+subsector_t*
+R_PointInSubsector
+( fixed_t	x,
+  fixed_t	y );
+
+void
+R_AddPointToBox
+( int		x,
+  int		y,
+  fixed_t*	box );
+
+
+
+//
+// REFRESH - the actual rendering functions.
+//
+
+// Called by G_Drawer.
+void R_RenderPlayerView (player_t *player);
+
+// Called by startup code.
+void R_Init (void);
+
+// Called by M_Responder.
+void R_SetViewSize (int blocks, int detail);
+
+#endif
+//-----------------------------------------------------------------------------
+//
+// $Log$
+// Revision 1.1  2005/07/23 16:19:58  fraggle
+// Initial revision
+//
+//
+//-----------------------------------------------------------------------------
--- /dev/null
+++ b/src/r_plane.c
@@ -1,0 +1,456 @@
+// Emacs style mode select   -*- C++ -*- 
+//-----------------------------------------------------------------------------
+//
+// $Id: r_plane.c 4 2005-07-23 16:19:41Z fraggle $
+//
+// Copyright (C) 1993-1996 by id Software, Inc.
+//
+// This source is available for distribution and/or modification
+// only under the terms of the DOOM Source Code License as
+// published by id Software. All rights reserved.
+//
+// The source is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
+// for more details.
+//
+// $Log$
+// Revision 1.1  2005/07/23 16:20:28  fraggle
+// Initial revision
+//
+//
+// DESCRIPTION:
+//	Here is a core component: drawing the floors and ceilings,
+//	 while maintaining a per column clipping list only.
+//	Moreover, the sky areas have to be determined.
+//
+//-----------------------------------------------------------------------------
+
+
+static const char
+rcsid[] = "$Id: r_plane.c 4 2005-07-23 16:19:41Z fraggle $";
+
+#include <stdlib.h>
+
+#include "i_system.h"
+#include "z_zone.h"
+#include "w_wad.h"
+
+#include "doomdef.h"
+#include "doomstat.h"
+
+#include "r_local.h"
+#include "r_sky.h"
+
+
+
+planefunction_t		floorfunc;
+planefunction_t		ceilingfunc;
+
+//
+// opening
+//
+
+// Here comes the obnoxious "visplane".
+#define MAXVISPLANES	128
+visplane_t		visplanes[MAXVISPLANES];
+visplane_t*		lastvisplane;
+visplane_t*		floorplane;
+visplane_t*		ceilingplane;
+
+// ?
+#define MAXOPENINGS	SCREENWIDTH*64
+short			openings[MAXOPENINGS];
+short*			lastopening;
+
+
+//
+// Clip values are the solid pixel bounding the range.
+//  floorclip starts out SCREENHEIGHT
+//  ceilingclip starts out -1
+//
+short			floorclip[SCREENWIDTH];
+short			ceilingclip[SCREENWIDTH];
+
+//
+// spanstart holds the start of a plane span
+// initialized to 0 at start
+//
+int			spanstart[SCREENHEIGHT];
+int			spanstop[SCREENHEIGHT];
+
+//
+// texture mapping
+//
+lighttable_t**		planezlight;
+fixed_t			planeheight;
+
+fixed_t			yslope[SCREENHEIGHT];
+fixed_t			distscale[SCREENWIDTH];
+fixed_t			basexscale;
+fixed_t			baseyscale;
+
+fixed_t			cachedheight[SCREENHEIGHT];
+fixed_t			cacheddistance[SCREENHEIGHT];
+fixed_t			cachedxstep[SCREENHEIGHT];
+fixed_t			cachedystep[SCREENHEIGHT];
+
+
+
+//
+// R_InitPlanes
+// Only at game startup.
+//
+void R_InitPlanes (void)
+{
+  // Doh!
+}
+
+
+//
+// R_MapPlane
+//
+// Uses global vars:
+//  planeheight
+//  ds_source
+//  basexscale
+//  baseyscale
+//  viewx
+//  viewy
+//
+// BASIC PRIMITIVE
+//
+void
+R_MapPlane
+( int		y,
+  int		x1,
+  int		x2 )
+{
+    angle_t	angle;
+    fixed_t	distance;
+    fixed_t	length;
+    unsigned	index;
+	
+#ifdef RANGECHECK
+    if (x2 < x1
+	|| x1<0
+	|| x2>=viewwidth
+	|| (unsigned)y>viewheight)
+    {
+	I_Error ("R_MapPlane: %i, %i at %i",x1,x2,y);
+    }
+#endif
+
+    if (planeheight != cachedheight[y])
+    {
+	cachedheight[y] = planeheight;
+	distance = cacheddistance[y] = FixedMul (planeheight, yslope[y]);
+	ds_xstep = cachedxstep[y] = FixedMul (distance,basexscale);
+	ds_ystep = cachedystep[y] = FixedMul (distance,baseyscale);
+    }
+    else
+    {
+	distance = cacheddistance[y];
+	ds_xstep = cachedxstep[y];
+	ds_ystep = cachedystep[y];
+    }
+	
+    length = FixedMul (distance,distscale[x1]);
+    angle = (viewangle + xtoviewangle[x1])>>ANGLETOFINESHIFT;
+    ds_xfrac = viewx + FixedMul(finecosine[angle], length);
+    ds_yfrac = -viewy - FixedMul(finesine[angle], length);
+
+    if (fixedcolormap)
+	ds_colormap = fixedcolormap;
+    else
+    {
+	index = distance >> LIGHTZSHIFT;
+	
+	if (index >= MAXLIGHTZ )
+	    index = MAXLIGHTZ-1;
+
+	ds_colormap = planezlight[index];
+    }
+	
+    ds_y = y;
+    ds_x1 = x1;
+    ds_x2 = x2;
+
+    // high or low detail
+    spanfunc ();	
+}
+
+
+//
+// R_ClearPlanes
+// At begining of frame.
+//
+void R_ClearPlanes (void)
+{
+    int		i;
+    angle_t	angle;
+    
+    // opening / clipping determination
+    for (i=0 ; i<viewwidth ; i++)
+    {
+	floorclip[i] = viewheight;
+	ceilingclip[i] = -1;
+    }
+
+    lastvisplane = visplanes;
+    lastopening = openings;
+    
+    // texture calculation
+    memset (cachedheight, 0, sizeof(cachedheight));
+
+    // left to right mapping
+    angle = (viewangle-ANG90)>>ANGLETOFINESHIFT;
+	
+    // scale will be unit scale at SCREENWIDTH/2 distance
+    basexscale = FixedDiv (finecosine[angle],centerxfrac);
+    baseyscale = -FixedDiv (finesine[angle],centerxfrac);
+}
+
+
+
+
+//
+// R_FindPlane
+//
+visplane_t*
+R_FindPlane
+( fixed_t	height,
+  int		picnum,
+  int		lightlevel )
+{
+    visplane_t*	check;
+	
+    if (picnum == skyflatnum)
+    {
+	height = 0;			// all skys map together
+	lightlevel = 0;
+    }
+	
+    for (check=visplanes; check<lastvisplane; check++)
+    {
+	if (height == check->height
+	    && picnum == check->picnum
+	    && lightlevel == check->lightlevel)
+	{
+	    break;
+	}
+    }
+    
+			
+    if (check < lastvisplane)
+	return check;
+		
+    if (lastvisplane - visplanes == MAXVISPLANES)
+	I_Error ("R_FindPlane: no more visplanes");
+		
+    lastvisplane++;
+
+    check->height = height;
+    check->picnum = picnum;
+    check->lightlevel = lightlevel;
+    check->minx = SCREENWIDTH;
+    check->maxx = -1;
+    
+    memset (check->top,0xff,sizeof(check->top));
+		
+    return check;
+}
+
+
+//
+// R_CheckPlane
+//
+visplane_t*
+R_CheckPlane
+( visplane_t*	pl,
+  int		start,
+  int		stop )
+{
+    int		intrl;
+    int		intrh;
+    int		unionl;
+    int		unionh;
+    int		x;
+	
+    if (start < pl->minx)
+    {
+	intrl = pl->minx;
+	unionl = start;
+    }
+    else
+    {
+	unionl = pl->minx;
+	intrl = start;
+    }
+	
+    if (stop > pl->maxx)
+    {
+	intrh = pl->maxx;
+	unionh = stop;
+    }
+    else
+    {
+	unionh = pl->maxx;
+	intrh = stop;
+    }
+
+    for (x=intrl ; x<= intrh ; x++)
+	if (pl->top[x] != 0xff)
+	    break;
+
+    if (x > intrh)
+    {
+	pl->minx = unionl;
+	pl->maxx = unionh;
+
+	// use the same one
+	return pl;		
+    }
+	
+    // make a new visplane
+    lastvisplane->height = pl->height;
+    lastvisplane->picnum = pl->picnum;
+    lastvisplane->lightlevel = pl->lightlevel;
+    
+    pl = lastvisplane++;
+    pl->minx = start;
+    pl->maxx = stop;
+
+    memset (pl->top,0xff,sizeof(pl->top));
+		
+    return pl;
+}
+
+
+//
+// R_MakeSpans
+//
+void
+R_MakeSpans
+( int		x,
+  int		t1,
+  int		b1,
+  int		t2,
+  int		b2 )
+{
+    while (t1 < t2 && t1<=b1)
+    {
+	R_MapPlane (t1,spanstart[t1],x-1);
+	t1++;
+    }
+    while (b1 > b2 && b1>=t1)
+    {
+	R_MapPlane (b1,spanstart[b1],x-1);
+	b1--;
+    }
+	
+    while (t2 < t1 && t2<=b2)
+    {
+	spanstart[t2] = x;
+	t2++;
+    }
+    while (b2 > b1 && b2>=t2)
+    {
+	spanstart[b2] = x;
+	b2--;
+    }
+}
+
+
+
+//
+// R_DrawPlanes
+// At the end of each frame.
+//
+void R_DrawPlanes (void)
+{
+    visplane_t*		pl;
+    int			light;
+    int			x;
+    int			stop;
+    int			angle;
+				
+#ifdef RANGECHECK
+    if (ds_p - drawsegs > MAXDRAWSEGS)
+	I_Error ("R_DrawPlanes: drawsegs overflow (%i)",
+		 ds_p - drawsegs);
+    
+    if (lastvisplane - visplanes > MAXVISPLANES)
+	I_Error ("R_DrawPlanes: visplane overflow (%i)",
+		 lastvisplane - visplanes);
+    
+    if (lastopening - openings > MAXOPENINGS)
+	I_Error ("R_DrawPlanes: opening overflow (%i)",
+		 lastopening - openings);
+#endif
+
+    for (pl = visplanes ; pl < lastvisplane ; pl++)
+    {
+	if (pl->minx > pl->maxx)
+	    continue;
+
+	
+	// sky flat
+	if (pl->picnum == skyflatnum)
+	{
+	    dc_iscale = pspriteiscale>>detailshift;
+	    
+	    // Sky is allways drawn full bright,
+	    //  i.e. colormaps[0] is used.
+	    // Because of this hack, sky is not affected
+	    //  by INVUL inverse mapping.
+	    dc_colormap = colormaps;
+	    dc_texturemid = skytexturemid;
+	    for (x=pl->minx ; x <= pl->maxx ; x++)
+	    {
+		dc_yl = pl->top[x];
+		dc_yh = pl->bottom[x];
+
+		if (dc_yl <= dc_yh)
+		{
+		    angle = (viewangle + xtoviewangle[x])>>ANGLETOSKYSHIFT;
+		    dc_x = x;
+		    dc_source = R_GetColumn(skytexture, angle);
+		    colfunc ();
+		}
+	    }
+	    continue;
+	}
+	
+	// regular flat
+	ds_source = W_CacheLumpNum(firstflat +
+				   flattranslation[pl->picnum],
+				   PU_STATIC);
+	
+	planeheight = abs(pl->height-viewz);
+	light = (pl->lightlevel >> LIGHTSEGSHIFT)+extralight;
+
+	if (light >= LIGHTLEVELS)
+	    light = LIGHTLEVELS-1;
+
+	if (light < 0)
+	    light = 0;
+
+	planezlight = zlight[light];
+
+	pl->top[pl->maxx+1] = 0xff;
+	pl->top[pl->minx-1] = 0xff;
+		
+	stop = pl->maxx + 1;
+
+	for (x=pl->minx ; x<= stop ; x++)
+	{
+	    R_MakeSpans(x,pl->top[x-1],
+			pl->bottom[x-1],
+			pl->top[x],
+			pl->bottom[x]);
+	}
+	
+	Z_ChangeTag (ds_source, PU_CACHE);
+    }
+}
--- /dev/null
+++ b/src/r_plane.h
@@ -1,0 +1,90 @@
+// Emacs style mode select   -*- C++ -*- 
+//-----------------------------------------------------------------------------
+//
+// $Id: r_plane.h 4 2005-07-23 16:19:41Z fraggle $
+//
+// Copyright (C) 1993-1996 by id Software, Inc.
+//
+// This source is available for distribution and/or modification
+// only under the terms of the DOOM Source Code License as
+// published by id Software. All rights reserved.
+//
+// The source is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
+// for more details.
+//
+// DESCRIPTION:
+//	Refresh, visplane stuff (floor, ceilings).
+//
+//-----------------------------------------------------------------------------
+
+
+#ifndef __R_PLANE__
+#define __R_PLANE__
+
+
+#include "r_data.h"
+
+#ifdef __GNUG__
+#pragma interface
+#endif
+
+
+// Visplane related.
+extern  short*		lastopening;
+
+
+typedef void (*planefunction_t) (int top, int bottom);
+
+extern planefunction_t	floorfunc;
+extern planefunction_t	ceilingfunc_t;
+
+extern short		floorclip[SCREENWIDTH];
+extern short		ceilingclip[SCREENWIDTH];
+
+extern fixed_t		yslope[SCREENHEIGHT];
+extern fixed_t		distscale[SCREENWIDTH];
+
+void R_InitPlanes (void);
+void R_ClearPlanes (void);
+
+void
+R_MapPlane
+( int		y,
+  int		x1,
+  int		x2 );
+
+void
+R_MakeSpans
+( int		x,
+  int		t1,
+  int		b1,
+  int		t2,
+  int		b2 );
+
+void R_DrawPlanes (void);
+
+visplane_t*
+R_FindPlane
+( fixed_t	height,
+  int		picnum,
+  int		lightlevel );
+
+visplane_t*
+R_CheckPlane
+( visplane_t*	pl,
+  int		start,
+  int		stop );
+
+
+
+#endif
+//-----------------------------------------------------------------------------
+//
+// $Log$
+// Revision 1.1  2005/07/23 16:20:28  fraggle
+// Initial revision
+//
+//
+//-----------------------------------------------------------------------------
--- /dev/null
+++ b/src/r_segs.c
@@ -1,0 +1,749 @@
+// Emacs style mode select   -*- C++ -*- 
+//-----------------------------------------------------------------------------
+//
+// $Id: r_segs.c 4 2005-07-23 16:19:41Z fraggle $
+//
+// Copyright (C) 1993-1996 by id Software, Inc.
+//
+// This source is available for distribution and/or modification
+// only under the terms of the DOOM Source Code License as
+// published by id Software. All rights reserved.
+//
+// The source is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
+// for more details.
+//
+// $Log$
+// Revision 1.1  2005/07/23 16:20:01  fraggle
+// Initial revision
+//
+//
+// DESCRIPTION:
+//	All the clipping: columns, horizontal spans, sky columns.
+//
+//-----------------------------------------------------------------------------
+
+
+static const char
+rcsid[] = "$Id: r_segs.c 4 2005-07-23 16:19:41Z fraggle $";
+
+
+
+
+
+#include <stdlib.h>
+
+#include "i_system.h"
+
+#include "doomdef.h"
+#include "doomstat.h"
+
+#include "r_local.h"
+#include "r_sky.h"
+
+
+// OPTIMIZE: closed two sided lines as single sided
+
+// True if any of the segs textures might be visible.
+boolean		segtextured;	
+
+// False if the back side is the same plane.
+boolean		markfloor;	
+boolean		markceiling;
+
+boolean		maskedtexture;
+int		toptexture;
+int		bottomtexture;
+int		midtexture;
+
+
+angle_t		rw_normalangle;
+// angle to line origin
+int		rw_angle1;	
+
+//
+// regular wall
+//
+int		rw_x;
+int		rw_stopx;
+angle_t		rw_centerangle;
+fixed_t		rw_offset;
+fixed_t		rw_distance;
+fixed_t		rw_scale;
+fixed_t		rw_scalestep;
+fixed_t		rw_midtexturemid;
+fixed_t		rw_toptexturemid;
+fixed_t		rw_bottomtexturemid;
+
+int		worldtop;
+int		worldbottom;
+int		worldhigh;
+int		worldlow;
+
+fixed_t		pixhigh;
+fixed_t		pixlow;
+fixed_t		pixhighstep;
+fixed_t		pixlowstep;
+
+fixed_t		topfrac;
+fixed_t		topstep;
+
+fixed_t		bottomfrac;
+fixed_t		bottomstep;
+
+
+lighttable_t**	walllights;
+
+short*		maskedtexturecol;
+
+
+
+//
+// R_RenderMaskedSegRange
+//
+void
+R_RenderMaskedSegRange
+( drawseg_t*	ds,
+  int		x1,
+  int		x2 )
+{
+    unsigned	index;
+    column_t*	col;
+    int		lightnum;
+    int		texnum;
+    
+    // Calculate light table.
+    // Use different light tables
+    //   for horizontal / vertical / diagonal. Diagonal?
+    // OPTIMIZE: get rid of LIGHTSEGSHIFT globally
+    curline = ds->curline;
+    frontsector = curline->frontsector;
+    backsector = curline->backsector;
+    texnum = texturetranslation[curline->sidedef->midtexture];
+	
+    lightnum = (frontsector->lightlevel >> LIGHTSEGSHIFT)+extralight;
+
+    if (curline->v1->y == curline->v2->y)
+	lightnum--;
+    else if (curline->v1->x == curline->v2->x)
+	lightnum++;
+
+    if (lightnum < 0)		
+	walllights = scalelight[0];
+    else if (lightnum >= LIGHTLEVELS)
+	walllights = scalelight[LIGHTLEVELS-1];
+    else
+	walllights = scalelight[lightnum];
+
+    maskedtexturecol = ds->maskedtexturecol;
+
+    rw_scalestep = ds->scalestep;		
+    spryscale = ds->scale1 + (x1 - ds->x1)*rw_scalestep;
+    mfloorclip = ds->sprbottomclip;
+    mceilingclip = ds->sprtopclip;
+    
+    // find positioning
+    if (curline->linedef->flags & ML_DONTPEGBOTTOM)
+    {
+	dc_texturemid = frontsector->floorheight > backsector->floorheight
+	    ? frontsector->floorheight : backsector->floorheight;
+	dc_texturemid = dc_texturemid + textureheight[texnum] - viewz;
+    }
+    else
+    {
+	dc_texturemid =frontsector->ceilingheight<backsector->ceilingheight
+	    ? frontsector->ceilingheight : backsector->ceilingheight;
+	dc_texturemid = dc_texturemid - viewz;
+    }
+    dc_texturemid += curline->sidedef->rowoffset;
+			
+    if (fixedcolormap)
+	dc_colormap = fixedcolormap;
+    
+    // draw the columns
+    for (dc_x = x1 ; dc_x <= x2 ; dc_x++)
+    {
+	// calculate lighting
+	if (maskedtexturecol[dc_x] != MAXSHORT)
+	{
+	    if (!fixedcolormap)
+	    {
+		index = spryscale>>LIGHTSCALESHIFT;
+
+		if (index >=  MAXLIGHTSCALE )
+		    index = MAXLIGHTSCALE-1;
+
+		dc_colormap = walllights[index];
+	    }
+			
+	    sprtopscreen = centeryfrac - FixedMul(dc_texturemid, spryscale);
+	    dc_iscale = 0xffffffffu / (unsigned)spryscale;
+	    
+	    // draw the texture
+	    col = (column_t *)( 
+		(byte *)R_GetColumn(texnum,maskedtexturecol[dc_x]) -3);
+			
+	    R_DrawMaskedColumn (col);
+	    maskedtexturecol[dc_x] = MAXSHORT;
+	}
+	spryscale += rw_scalestep;
+    }
+	
+}
+
+
+
+
+//
+// R_RenderSegLoop
+// Draws zero, one, or two textures (and possibly a masked
+//  texture) for walls.
+// Can draw or mark the starting pixel of floor and ceiling
+//  textures.
+// CALLED: CORE LOOPING ROUTINE.
+//
+#define HEIGHTBITS		12
+#define HEIGHTUNIT		(1<<HEIGHTBITS)
+
+void R_RenderSegLoop (void)
+{
+    angle_t		angle;
+    unsigned		index;
+    int			yl;
+    int			yh;
+    int			mid;
+    fixed_t		texturecolumn;
+    int			top;
+    int			bottom;
+
+    //texturecolumn = 0;				// shut up compiler warning
+	
+    for ( ; rw_x < rw_stopx ; rw_x++)
+    {
+	// mark floor / ceiling areas
+	yl = (topfrac+HEIGHTUNIT-1)>>HEIGHTBITS;
+
+	// no space above wall?
+	if (yl < ceilingclip[rw_x]+1)
+	    yl = ceilingclip[rw_x]+1;
+	
+	if (markceiling)
+	{
+	    top = ceilingclip[rw_x]+1;
+	    bottom = yl-1;
+
+	    if (bottom >= floorclip[rw_x])
+		bottom = floorclip[rw_x]-1;
+
+	    if (top <= bottom)
+	    {
+		ceilingplane->top[rw_x] = top;
+		ceilingplane->bottom[rw_x] = bottom;
+	    }
+	}
+		
+	yh = bottomfrac>>HEIGHTBITS;
+
+	if (yh >= floorclip[rw_x])
+	    yh = floorclip[rw_x]-1;
+
+	if (markfloor)
+	{
+	    top = yh+1;
+	    bottom = floorclip[rw_x]-1;
+	    if (top <= ceilingclip[rw_x])
+		top = ceilingclip[rw_x]+1;
+	    if (top <= bottom)
+	    {
+		floorplane->top[rw_x] = top;
+		floorplane->bottom[rw_x] = bottom;
+	    }
+	}
+	
+	// texturecolumn and lighting are independent of wall tiers
+	if (segtextured)
+	{
+	    // calculate texture offset
+	    angle = (rw_centerangle + xtoviewangle[rw_x])>>ANGLETOFINESHIFT;
+	    texturecolumn = rw_offset-FixedMul(finetangent[angle],rw_distance);
+	    texturecolumn >>= FRACBITS;
+	    // calculate lighting
+	    index = rw_scale>>LIGHTSCALESHIFT;
+
+	    if (index >=  MAXLIGHTSCALE )
+		index = MAXLIGHTSCALE-1;
+
+	    dc_colormap = walllights[index];
+	    dc_x = rw_x;
+	    dc_iscale = 0xffffffffu / (unsigned)rw_scale;
+	}
+	
+	// draw the wall tiers
+	if (midtexture)
+	{
+	    // single sided line
+	    dc_yl = yl;
+	    dc_yh = yh;
+	    dc_texturemid = rw_midtexturemid;
+	    dc_source = R_GetColumn(midtexture,texturecolumn);
+	    colfunc ();
+	    ceilingclip[rw_x] = viewheight;
+	    floorclip[rw_x] = -1;
+	}
+	else
+	{
+	    // two sided line
+	    if (toptexture)
+	    {
+		// top wall
+		mid = pixhigh>>HEIGHTBITS;
+		pixhigh += pixhighstep;
+
+		if (mid >= floorclip[rw_x])
+		    mid = floorclip[rw_x]-1;
+
+		if (mid >= yl)
+		{
+		    dc_yl = yl;
+		    dc_yh = mid;
+		    dc_texturemid = rw_toptexturemid;
+		    dc_source = R_GetColumn(toptexture,texturecolumn);
+		    colfunc ();
+		    ceilingclip[rw_x] = mid;
+		}
+		else
+		    ceilingclip[rw_x] = yl-1;
+	    }
+	    else
+	    {
+		// no top wall
+		if (markceiling)
+		    ceilingclip[rw_x] = yl-1;
+	    }
+			
+	    if (bottomtexture)
+	    {
+		// bottom wall
+		mid = (pixlow+HEIGHTUNIT-1)>>HEIGHTBITS;
+		pixlow += pixlowstep;
+
+		// no space above wall?
+		if (mid <= ceilingclip[rw_x])
+		    mid = ceilingclip[rw_x]+1;
+		
+		if (mid <= yh)
+		{
+		    dc_yl = mid;
+		    dc_yh = yh;
+		    dc_texturemid = rw_bottomtexturemid;
+		    dc_source = R_GetColumn(bottomtexture,
+					    texturecolumn);
+		    colfunc ();
+		    floorclip[rw_x] = mid;
+		}
+		else
+		    floorclip[rw_x] = yh+1;
+	    }
+	    else
+	    {
+		// no bottom wall
+		if (markfloor)
+		    floorclip[rw_x] = yh+1;
+	    }
+			
+	    if (maskedtexture)
+	    {
+		// save texturecol
+		//  for backdrawing of masked mid texture
+		maskedtexturecol[rw_x] = texturecolumn;
+	    }
+	}
+		
+	rw_scale += rw_scalestep;
+	topfrac += topstep;
+	bottomfrac += bottomstep;
+    }
+}
+
+
+
+
+//
+// R_StoreWallRange
+// A wall segment will be drawn
+//  between start and stop pixels (inclusive).
+//
+void
+R_StoreWallRange
+( int	start,
+  int	stop )
+{
+    fixed_t		hyp;
+    fixed_t		sineval;
+    angle_t		distangle, offsetangle;
+    fixed_t		vtop;
+    int			lightnum;
+
+    // don't overflow and crash
+    if (ds_p == &drawsegs[MAXDRAWSEGS])
+	return;		
+		
+#ifdef RANGECHECK
+    if (start >=viewwidth || start > stop)
+	I_Error ("Bad R_RenderWallRange: %i to %i", start , stop);
+#endif
+    
+    sidedef = curline->sidedef;
+    linedef = curline->linedef;
+
+    // mark the segment as visible for auto map
+    linedef->flags |= ML_MAPPED;
+    
+    // calculate rw_distance for scale calculation
+    rw_normalangle = curline->angle + ANG90;
+    offsetangle = abs(rw_normalangle-rw_angle1);
+    
+    if (offsetangle > ANG90)
+	offsetangle = ANG90;
+
+    distangle = ANG90 - offsetangle;
+    hyp = R_PointToDist (curline->v1->x, curline->v1->y);
+    sineval = finesine[distangle>>ANGLETOFINESHIFT];
+    rw_distance = FixedMul (hyp, sineval);
+		
+	
+    ds_p->x1 = rw_x = start;
+    ds_p->x2 = stop;
+    ds_p->curline = curline;
+    rw_stopx = stop+1;
+    
+    // calculate scale at both ends and step
+    ds_p->scale1 = rw_scale = 
+	R_ScaleFromGlobalAngle (viewangle + xtoviewangle[start]);
+    
+    if (stop > start )
+    {
+	ds_p->scale2 = R_ScaleFromGlobalAngle (viewangle + xtoviewangle[stop]);
+	ds_p->scalestep = rw_scalestep = 
+	    (ds_p->scale2 - rw_scale) / (stop-start);
+    }
+    else
+    {
+	// UNUSED: try to fix the stretched line bug
+#if 0
+	if (rw_distance < FRACUNIT/2)
+	{
+	    fixed_t		trx,try;
+	    fixed_t		gxt,gyt;
+
+	    trx = curline->v1->x - viewx;
+	    try = curline->v1->y - viewy;
+			
+	    gxt = FixedMul(trx,viewcos); 
+	    gyt = -FixedMul(try,viewsin); 
+	    ds_p->scale1 = FixedDiv(projection, gxt-gyt)<<detailshift;
+	}
+#endif
+	ds_p->scale2 = ds_p->scale1;
+    }
+    
+    // calculate texture boundaries
+    //  and decide if floor / ceiling marks are needed
+    worldtop = frontsector->ceilingheight - viewz;
+    worldbottom = frontsector->floorheight - viewz;
+	
+    midtexture = toptexture = bottomtexture = maskedtexture = 0;
+    ds_p->maskedtexturecol = NULL;
+	
+    if (!backsector)
+    {
+	// single sided line
+	midtexture = texturetranslation[sidedef->midtexture];
+	// a single sided line is terminal, so it must mark ends
+	markfloor = markceiling = true;
+	if (linedef->flags & ML_DONTPEGBOTTOM)
+	{
+	    vtop = frontsector->floorheight +
+		textureheight[sidedef->midtexture];
+	    // bottom of texture at bottom
+	    rw_midtexturemid = vtop - viewz;	
+	}
+	else
+	{
+	    // top of texture at top
+	    rw_midtexturemid = worldtop;
+	}
+	rw_midtexturemid += sidedef->rowoffset;
+
+	ds_p->silhouette = SIL_BOTH;
+	ds_p->sprtopclip = screenheightarray;
+	ds_p->sprbottomclip = negonearray;
+	ds_p->bsilheight = MAXINT;
+	ds_p->tsilheight = MININT;
+    }
+    else
+    {
+	// two sided line
+	ds_p->sprtopclip = ds_p->sprbottomclip = NULL;
+	ds_p->silhouette = 0;
+	
+	if (frontsector->floorheight > backsector->floorheight)
+	{
+	    ds_p->silhouette = SIL_BOTTOM;
+	    ds_p->bsilheight = frontsector->floorheight;
+	}
+	else if (backsector->floorheight > viewz)
+	{
+	    ds_p->silhouette = SIL_BOTTOM;
+	    ds_p->bsilheight = MAXINT;
+	    // ds_p->sprbottomclip = negonearray;
+	}
+	
+	if (frontsector->ceilingheight < backsector->ceilingheight)
+	{
+	    ds_p->silhouette |= SIL_TOP;
+	    ds_p->tsilheight = frontsector->ceilingheight;
+	}
+	else if (backsector->ceilingheight < viewz)
+	{
+	    ds_p->silhouette |= SIL_TOP;
+	    ds_p->tsilheight = MININT;
+	    // ds_p->sprtopclip = screenheightarray;
+	}
+		
+	if (backsector->ceilingheight <= frontsector->floorheight)
+	{
+	    ds_p->sprbottomclip = negonearray;
+	    ds_p->bsilheight = MAXINT;
+	    ds_p->silhouette |= SIL_BOTTOM;
+	}
+	
+	if (backsector->floorheight >= frontsector->ceilingheight)
+	{
+	    ds_p->sprtopclip = screenheightarray;
+	    ds_p->tsilheight = MININT;
+	    ds_p->silhouette |= SIL_TOP;
+	}
+	
+	worldhigh = backsector->ceilingheight - viewz;
+	worldlow = backsector->floorheight - viewz;
+		
+	// hack to allow height changes in outdoor areas
+	if (frontsector->ceilingpic == skyflatnum 
+	    && backsector->ceilingpic == skyflatnum)
+	{
+	    worldtop = worldhigh;
+	}
+	
+			
+	if (worldlow != worldbottom 
+	    || backsector->floorpic != frontsector->floorpic
+	    || backsector->lightlevel != frontsector->lightlevel)
+	{
+	    markfloor = true;
+	}
+	else
+	{
+	    // same plane on both sides
+	    markfloor = false;
+	}
+	
+			
+	if (worldhigh != worldtop 
+	    || backsector->ceilingpic != frontsector->ceilingpic
+	    || backsector->lightlevel != frontsector->lightlevel)
+	{
+	    markceiling = true;
+	}
+	else
+	{
+	    // same plane on both sides
+	    markceiling = false;
+	}
+	
+	if (backsector->ceilingheight <= frontsector->floorheight
+	    || backsector->floorheight >= frontsector->ceilingheight)
+	{
+	    // closed door
+	    markceiling = markfloor = true;
+	}
+	
+
+	if (worldhigh < worldtop)
+	{
+	    // top texture
+	    toptexture = texturetranslation[sidedef->toptexture];
+	    if (linedef->flags & ML_DONTPEGTOP)
+	    {
+		// top of texture at top
+		rw_toptexturemid = worldtop;
+	    }
+	    else
+	    {
+		vtop =
+		    backsector->ceilingheight
+		    + textureheight[sidedef->toptexture];
+		
+		// bottom of texture
+		rw_toptexturemid = vtop - viewz;	
+	    }
+	}
+	if (worldlow > worldbottom)
+	{
+	    // bottom texture
+	    bottomtexture = texturetranslation[sidedef->bottomtexture];
+
+	    if (linedef->flags & ML_DONTPEGBOTTOM )
+	    {
+		// bottom of texture at bottom
+		// top of texture at top
+		rw_bottomtexturemid = worldtop;
+	    }
+	    else	// top of texture at top
+		rw_bottomtexturemid = worldlow;
+	}
+	rw_toptexturemid += sidedef->rowoffset;
+	rw_bottomtexturemid += sidedef->rowoffset;
+	
+	// allocate space for masked texture tables
+	if (sidedef->midtexture)
+	{
+	    // masked midtexture
+	    maskedtexture = true;
+	    ds_p->maskedtexturecol = maskedtexturecol = lastopening - rw_x;
+	    lastopening += rw_stopx - rw_x;
+	}
+    }
+    
+    // calculate rw_offset (only needed for textured lines)
+    segtextured = midtexture | toptexture | bottomtexture | maskedtexture;
+
+    if (segtextured)
+    {
+	offsetangle = rw_normalangle-rw_angle1;
+	
+	if (offsetangle > ANG180)
+	    offsetangle = -offsetangle;
+
+	if (offsetangle > ANG90)
+	    offsetangle = ANG90;
+
+	sineval = finesine[offsetangle >>ANGLETOFINESHIFT];
+	rw_offset = FixedMul (hyp, sineval);
+
+	if (rw_normalangle-rw_angle1 < ANG180)
+	    rw_offset = -rw_offset;
+
+	rw_offset += sidedef->textureoffset + curline->offset;
+	rw_centerangle = ANG90 + viewangle - rw_normalangle;
+	
+	// calculate light table
+	//  use different light tables
+	//  for horizontal / vertical / diagonal
+	// OPTIMIZE: get rid of LIGHTSEGSHIFT globally
+	if (!fixedcolormap)
+	{
+	    lightnum = (frontsector->lightlevel >> LIGHTSEGSHIFT)+extralight;
+
+	    if (curline->v1->y == curline->v2->y)
+		lightnum--;
+	    else if (curline->v1->x == curline->v2->x)
+		lightnum++;
+
+	    if (lightnum < 0)		
+		walllights = scalelight[0];
+	    else if (lightnum >= LIGHTLEVELS)
+		walllights = scalelight[LIGHTLEVELS-1];
+	    else
+		walllights = scalelight[lightnum];
+	}
+    }
+    
+    // if a floor / ceiling plane is on the wrong side
+    //  of the view plane, it is definitely invisible
+    //  and doesn't need to be marked.
+    
+  
+    if (frontsector->floorheight >= viewz)
+    {
+	// above view plane
+	markfloor = false;
+    }
+    
+    if (frontsector->ceilingheight <= viewz 
+	&& frontsector->ceilingpic != skyflatnum)
+    {
+	// below view plane
+	markceiling = false;
+    }
+
+    
+    // calculate incremental stepping values for texture edges
+    worldtop >>= 4;
+    worldbottom >>= 4;
+	
+    topstep = -FixedMul (rw_scalestep, worldtop);
+    topfrac = (centeryfrac>>4) - FixedMul (worldtop, rw_scale);
+
+    bottomstep = -FixedMul (rw_scalestep,worldbottom);
+    bottomfrac = (centeryfrac>>4) - FixedMul (worldbottom, rw_scale);
+	
+    if (backsector)
+    {	
+	worldhigh >>= 4;
+	worldlow >>= 4;
+
+	if (worldhigh < worldtop)
+	{
+	    pixhigh = (centeryfrac>>4) - FixedMul (worldhigh, rw_scale);
+	    pixhighstep = -FixedMul (rw_scalestep,worldhigh);
+	}
+	
+	if (worldlow > worldbottom)
+	{
+	    pixlow = (centeryfrac>>4) - FixedMul (worldlow, rw_scale);
+	    pixlowstep = -FixedMul (rw_scalestep,worldlow);
+	}
+    }
+    
+    // render it
+    if (markceiling)
+	ceilingplane = R_CheckPlane (ceilingplane, rw_x, rw_stopx-1);
+    
+    if (markfloor)
+	floorplane = R_CheckPlane (floorplane, rw_x, rw_stopx-1);
+
+    R_RenderSegLoop ();
+
+    
+    // save sprite clipping info
+    if ( ((ds_p->silhouette & SIL_TOP) || maskedtexture)
+	 && !ds_p->sprtopclip)
+    {
+	memcpy (lastopening, ceilingclip+start, 2*(rw_stopx-start));
+	ds_p->sprtopclip = lastopening - start;
+	lastopening += rw_stopx - start;
+    }
+    
+    if ( ((ds_p->silhouette & SIL_BOTTOM) || maskedtexture)
+	 && !ds_p->sprbottomclip)
+    {
+	memcpy (lastopening, floorclip+start, 2*(rw_stopx-start));
+	ds_p->sprbottomclip = lastopening - start;
+	lastopening += rw_stopx - start;	
+    }
+
+    if (maskedtexture && !(ds_p->silhouette&SIL_TOP))
+    {
+	ds_p->silhouette |= SIL_TOP;
+	ds_p->tsilheight = MININT;
+    }
+    if (maskedtexture && !(ds_p->silhouette&SIL_BOTTOM))
+    {
+	ds_p->silhouette |= SIL_BOTTOM;
+	ds_p->bsilheight = MAXINT;
+    }
+    ds_p++;
+}
+
--- /dev/null
+++ b/src/r_segs.h
@@ -1,0 +1,47 @@
+// Emacs style mode select   -*- C++ -*- 
+//-----------------------------------------------------------------------------
+//
+// $Id: r_segs.h 4 2005-07-23 16:19:41Z fraggle $
+//
+// Copyright (C) 1993-1996 by id Software, Inc.
+//
+// This source is available for distribution and/or modification
+// only under the terms of the DOOM Source Code License as
+// published by id Software. All rights reserved.
+//
+// The source is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
+// for more details.
+//
+// DESCRIPTION:
+//	Refresh module, drawing LineSegs from BSP.
+//
+//-----------------------------------------------------------------------------
+
+
+#ifndef __R_SEGS__
+#define __R_SEGS__
+
+
+#ifdef __GNUG__
+#pragma interface
+#endif
+
+
+void
+R_RenderMaskedSegRange
+( drawseg_t*	ds,
+  int		x1,
+  int		x2 );
+
+
+#endif
+//-----------------------------------------------------------------------------
+//
+// $Log$
+// Revision 1.1  2005/07/23 16:20:01  fraggle
+// Initial revision
+//
+//
+//-----------------------------------------------------------------------------
--- /dev/null
+++ b/src/r_sky.c
@@ -1,0 +1,65 @@
+// Emacs style mode select   -*- C++ -*- 
+//-----------------------------------------------------------------------------
+//
+// $Id: r_sky.c 4 2005-07-23 16:19:41Z fraggle $
+//
+// Copyright (C) 1993-1996 by id Software, Inc.
+//
+// This source is available for distribution and/or modification
+// only under the terms of the DOOM Source Code License as
+// published by id Software. All rights reserved.
+//
+// The source is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
+// for more details.
+//
+// $Log$
+// Revision 1.1  2005/07/23 16:19:43  fraggle
+// Initial revision
+//
+//
+// DESCRIPTION:
+//  Sky rendering. The DOOM sky is a texture map like any
+//  wall, wrapping around. A 1024 columns equal 360 degrees.
+//  The default sky map is 256 columns and repeats 4 times
+//  on a 320 screen?
+//  
+//
+//-----------------------------------------------------------------------------
+
+static const char
+rcsid[] = "$Id: r_sky.c 4 2005-07-23 16:19:41Z fraggle $";
+
+
+// Needed for FRACUNIT.
+#include "m_fixed.h"
+
+// Needed for Flat retrieval.
+#include "r_data.h"
+
+
+#ifdef __GNUG__
+#pragma implementation "r_sky.h"
+#endif
+#include "r_sky.h"
+
+//
+// sky mapping
+//
+int			skyflatnum;
+int			skytexture;
+int			skytexturemid;
+
+
+
+//
+// R_InitSkyMap
+// Called whenever the view size changes.
+//
+void R_InitSkyMap (void)
+{
+  // skyflatnum = R_FlatNumForName ( SKYFLATNAME );
+    skytexturemid = 100*FRACUNIT;
+}
+
--- /dev/null
+++ b/src/r_sky.h
@@ -1,0 +1,51 @@
+// Emacs style mode select   -*- C++ -*- 
+//-----------------------------------------------------------------------------
+//
+// $Id: r_sky.h 4 2005-07-23 16:19:41Z fraggle $
+//
+// Copyright (C) 1993-1996 by id Software, Inc.
+//
+// This source is available for distribution and/or modification
+// only under the terms of the DOOM Source Code License as
+// published by id Software. All rights reserved.
+//
+// The source is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
+// for more details.
+//
+// DESCRIPTION:
+//	Sky rendering.
+//
+//-----------------------------------------------------------------------------
+
+
+#ifndef __R_SKY__
+#define __R_SKY__
+
+
+#ifdef __GNUG__
+#pragma interface
+#endif
+
+// SKY, store the number for name.
+#define			SKYFLATNAME  "F_SKY1"
+
+// The sky map is 256*128*4 maps.
+#define ANGLETOSKYSHIFT		22
+
+extern  int		skytexture;
+extern int		skytexturemid;
+
+// Called whenever the view size changes.
+void R_InitSkyMap (void);
+
+#endif
+//-----------------------------------------------------------------------------
+//
+// $Log$
+// Revision 1.1  2005/07/23 16:19:43  fraggle
+// Initial revision
+//
+//
+//-----------------------------------------------------------------------------
--- /dev/null
+++ b/src/r_state.h
@@ -1,0 +1,141 @@
+// Emacs style mode select   -*- C++ -*- 
+//-----------------------------------------------------------------------------
+//
+// $Id: r_state.h 4 2005-07-23 16:19:41Z fraggle $
+//
+// Copyright (C) 1993-1996 by id Software, Inc.
+//
+// This source is available for distribution and/or modification
+// only under the terms of the DOOM Source Code License as
+// published by id Software. All rights reserved.
+//
+// The source is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
+// for more details.
+//
+// DESCRIPTION:
+//	Refresh/render internal state variables (global).
+//
+//-----------------------------------------------------------------------------
+
+
+#ifndef __R_STATE__
+#define __R_STATE__
+
+// Need data structure definitions.
+#include "d_player.h"
+#include "r_data.h"
+
+
+
+#ifdef __GNUG__
+#pragma interface
+#endif
+
+
+
+//
+// Refresh internal data structures,
+//  for rendering.
+//
+
+// needed for texture pegging
+extern fixed_t*		textureheight;
+
+// needed for pre rendering (fracs)
+extern fixed_t*		spritewidth;
+
+extern fixed_t*		spriteoffset;
+extern fixed_t*		spritetopoffset;
+
+extern lighttable_t*	colormaps;
+
+extern int		viewwidth;
+extern int		scaledviewwidth;
+extern int		viewheight;
+
+extern int		firstflat;
+
+// for global animation
+extern int*		flattranslation;	
+extern int*		texturetranslation;	
+
+
+// Sprite....
+extern int		firstspritelump;
+extern int		lastspritelump;
+extern int		numspritelumps;
+
+
+
+//
+// Lookup tables for map data.
+//
+extern int		numsprites;
+extern spritedef_t*	sprites;
+
+extern int		numvertexes;
+extern vertex_t*	vertexes;
+
+extern int		numsegs;
+extern seg_t*		segs;
+
+extern int		numsectors;
+extern sector_t*	sectors;
+
+extern int		numsubsectors;
+extern subsector_t*	subsectors;
+
+extern int		numnodes;
+extern node_t*		nodes;
+
+extern int		numlines;
+extern line_t*		lines;
+
+extern int		numsides;
+extern side_t*		sides;
+
+
+//
+// POV data.
+//
+extern fixed_t		viewx;
+extern fixed_t		viewy;
+extern fixed_t		viewz;
+
+extern angle_t		viewangle;
+extern player_t*	viewplayer;
+
+
+// ?
+extern angle_t		clipangle;
+
+extern int		viewangletox[FINEANGLES/2];
+extern angle_t		xtoviewangle[SCREENWIDTH+1];
+//extern fixed_t		finetangent[FINEANGLES/2];
+
+extern fixed_t		rw_distance;
+extern angle_t		rw_normalangle;
+
+
+
+// angle to line origin
+extern int		rw_angle1;
+
+// Segs count?
+extern int		sscount;
+
+extern visplane_t*	floorplane;
+extern visplane_t*	ceilingplane;
+
+
+#endif
+//-----------------------------------------------------------------------------
+//
+// $Log$
+// Revision 1.1  2005/07/23 16:19:51  fraggle
+// Initial revision
+//
+//
+//-----------------------------------------------------------------------------
--- /dev/null
+++ b/src/r_things.c
@@ -1,0 +1,992 @@
+// Emacs style mode select   -*- C++ -*- 
+//-----------------------------------------------------------------------------
+//
+// $Id: r_things.c 4 2005-07-23 16:19:41Z fraggle $
+//
+// Copyright (C) 1993-1996 by id Software, Inc.
+//
+// This source is available for distribution and/or modification
+// only under the terms of the DOOM Source Code License as
+// published by id Software. All rights reserved.
+//
+// The source is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
+// for more details.
+//
+// $Log$
+// Revision 1.1  2005/07/23 16:19:44  fraggle
+// Initial revision
+//
+//
+// DESCRIPTION:
+//	Refresh of things, i.e. objects represented by sprites.
+//
+//-----------------------------------------------------------------------------
+
+
+static const char
+rcsid[] = "$Id: r_things.c 4 2005-07-23 16:19:41Z fraggle $";
+
+
+#include <stdio.h>
+#include <stdlib.h>
+
+
+#include "doomdef.h"
+#include "m_swap.h"
+
+#include "i_system.h"
+#include "z_zone.h"
+#include "w_wad.h"
+
+#include "r_local.h"
+
+#include "doomstat.h"
+
+
+
+#define MINZ				(FRACUNIT*4)
+#define BASEYCENTER			100
+
+//void R_DrawColumn (void);
+//void R_DrawFuzzColumn (void);
+
+
+
+typedef struct
+{
+    int		x1;
+    int		x2;
+	
+    int		column;
+    int		topclip;
+    int		bottomclip;
+
+} maskdraw_t;
+
+
+
+//
+// Sprite rotation 0 is facing the viewer,
+//  rotation 1 is one angle turn CLOCKWISE around the axis.
+// This is not the same as the angle,
+//  which increases counter clockwise (protractor).
+// There was a lot of stuff grabbed wrong, so I changed it...
+//
+fixed_t		pspritescale;
+fixed_t		pspriteiscale;
+
+lighttable_t**	spritelights;
+
+// constant arrays
+//  used for psprite clipping and initializing clipping
+short		negonearray[SCREENWIDTH];
+short		screenheightarray[SCREENWIDTH];
+
+
+//
+// INITIALIZATION FUNCTIONS
+//
+
+// variables used to look up
+//  and range check thing_t sprites patches
+spritedef_t*	sprites;
+int		numsprites;
+
+spriteframe_t	sprtemp[29];
+int		maxframe;
+char*		spritename;
+
+
+
+
+//
+// R_InstallSpriteLump
+// Local function for R_InitSprites.
+//
+void
+R_InstallSpriteLump
+( int		lump,
+  unsigned	frame,
+  unsigned	rotation,
+  boolean	flipped )
+{
+    int		r;
+	
+    if (frame >= 29 || rotation > 8)
+	I_Error("R_InstallSpriteLump: "
+		"Bad frame characters in lump %i", lump);
+	
+    if ((int)frame > maxframe)
+	maxframe = frame;
+		
+    if (rotation == 0)
+    {
+	// the lump should be used for all rotations
+	if (sprtemp[frame].rotate == false)
+	    I_Error ("R_InitSprites: Sprite %s frame %c has "
+		     "multip rot=0 lump", spritename, 'A'+frame);
+
+	if (sprtemp[frame].rotate == true)
+	    I_Error ("R_InitSprites: Sprite %s frame %c has rotations "
+		     "and a rot=0 lump", spritename, 'A'+frame);
+			
+	sprtemp[frame].rotate = false;
+	for (r=0 ; r<8 ; r++)
+	{
+	    sprtemp[frame].lump[r] = lump - firstspritelump;
+	    sprtemp[frame].flip[r] = (byte)flipped;
+	}
+	return;
+    }
+	
+    // the lump is only used for one rotation
+    if (sprtemp[frame].rotate == false)
+	I_Error ("R_InitSprites: Sprite %s frame %c has rotations "
+		 "and a rot=0 lump", spritename, 'A'+frame);
+		
+    sprtemp[frame].rotate = true;
+
+    // make 0 based
+    rotation--;		
+    if (sprtemp[frame].lump[rotation] != -1)
+	I_Error ("R_InitSprites: Sprite %s : %c : %c "
+		 "has two lumps mapped to it",
+		 spritename, 'A'+frame, '1'+rotation);
+		
+    sprtemp[frame].lump[rotation] = lump - firstspritelump;
+    sprtemp[frame].flip[rotation] = (byte)flipped;
+}
+
+
+
+
+//
+// R_InitSpriteDefs
+// Pass a null terminated list of sprite names
+//  (4 chars exactly) to be used.
+// Builds the sprite rotation matrixes to account
+//  for horizontally flipped sprites.
+// Will report an error if the lumps are inconsistant. 
+// Only called at startup.
+//
+// Sprite lump names are 4 characters for the actor,
+//  a letter for the frame, and a number for the rotation.
+// A sprite that is flippable will have an additional
+//  letter/number appended.
+// The rotation character can be 0 to signify no rotations.
+//
+void R_InitSpriteDefs (char** namelist) 
+{ 
+    char**	check;
+    int		i;
+    int		l;
+    int		intname;
+    int		frame;
+    int		rotation;
+    int		start;
+    int		end;
+    int		patched;
+		
+    // count the number of sprite names
+    check = namelist;
+    while (*check != NULL)
+	check++;
+
+    numsprites = check-namelist;
+	
+    if (!numsprites)
+	return;
+		
+    sprites = Z_Malloc(numsprites *sizeof(*sprites), PU_STATIC, NULL);
+	
+    start = firstspritelump-1;
+    end = lastspritelump+1;
+	
+    // scan all the lump names for each of the names,
+    //  noting the highest frame letter.
+    // Just compare 4 characters as ints
+    for (i=0 ; i<numsprites ; i++)
+    {
+	spritename = namelist[i];
+	memset (sprtemp,-1, sizeof(sprtemp));
+		
+	maxframe = -1;
+	intname = *(int *)namelist[i];
+	
+	// scan the lumps,
+	//  filling in the frames for whatever is found
+	for (l=start+1 ; l<end ; l++)
+	{
+	    if (*(int *)lumpinfo[l].name == intname)
+	    {
+		frame = lumpinfo[l].name[4] - 'A';
+		rotation = lumpinfo[l].name[5] - '0';
+
+		if (modifiedgame)
+		    patched = W_GetNumForName (lumpinfo[l].name);
+		else
+		    patched = l;
+
+		R_InstallSpriteLump (patched, frame, rotation, false);
+
+		if (lumpinfo[l].name[6])
+		{
+		    frame = lumpinfo[l].name[6] - 'A';
+		    rotation = lumpinfo[l].name[7] - '0';
+		    R_InstallSpriteLump (l, frame, rotation, true);
+		}
+	    }
+	}
+	
+	// check the frames that were found for completeness
+	if (maxframe == -1)
+	{
+	    sprites[i].numframes = 0;
+	    continue;
+	}
+		
+	maxframe++;
+	
+	for (frame = 0 ; frame < maxframe ; frame++)
+	{
+	    switch ((int)sprtemp[frame].rotate)
+	    {
+	      case -1:
+		// no rotations were found for that frame at all
+		I_Error ("R_InitSprites: No patches found "
+			 "for %s frame %c", namelist[i], frame+'A');
+		break;
+		
+	      case 0:
+		// only the first rotation is needed
+		break;
+			
+	      case 1:
+		// must have all 8 frames
+		for (rotation=0 ; rotation<8 ; rotation++)
+		    if (sprtemp[frame].lump[rotation] == -1)
+			I_Error ("R_InitSprites: Sprite %s frame %c "
+				 "is missing rotations",
+				 namelist[i], frame+'A');
+		break;
+	    }
+	}
+	
+	// allocate space for the frames present and copy sprtemp to it
+	sprites[i].numframes = maxframe;
+	sprites[i].spriteframes = 
+	    Z_Malloc (maxframe * sizeof(spriteframe_t), PU_STATIC, NULL);
+	memcpy (sprites[i].spriteframes, sprtemp, maxframe*sizeof(spriteframe_t));
+    }
+
+}
+
+
+
+
+//
+// GAME FUNCTIONS
+//
+vissprite_t	vissprites[MAXVISSPRITES];
+vissprite_t*	vissprite_p;
+int		newvissprite;
+
+
+
+//
+// R_InitSprites
+// Called at program start.
+//
+void R_InitSprites (char** namelist)
+{
+    int		i;
+	
+    for (i=0 ; i<SCREENWIDTH ; i++)
+    {
+	negonearray[i] = -1;
+    }
+	
+    R_InitSpriteDefs (namelist);
+}
+
+
+
+//
+// R_ClearSprites
+// Called at frame start.
+//
+void R_ClearSprites (void)
+{
+    vissprite_p = vissprites;
+}
+
+
+//
+// R_NewVisSprite
+//
+vissprite_t	overflowsprite;
+
+vissprite_t* R_NewVisSprite (void)
+{
+    if (vissprite_p == &vissprites[MAXVISSPRITES])
+	return &overflowsprite;
+    
+    vissprite_p++;
+    return vissprite_p-1;
+}
+
+
+
+//
+// R_DrawMaskedColumn
+// Used for sprites and masked mid textures.
+// Masked means: partly transparent, i.e. stored
+//  in posts/runs of opaque pixels.
+//
+short*		mfloorclip;
+short*		mceilingclip;
+
+fixed_t		spryscale;
+fixed_t		sprtopscreen;
+
+void R_DrawMaskedColumn (column_t* column)
+{
+    int		topscreen;
+    int 	bottomscreen;
+    fixed_t	basetexturemid;
+	
+    basetexturemid = dc_texturemid;
+	
+    for ( ; column->topdelta != 0xff ; ) 
+    {
+	// calculate unclipped screen coordinates
+	//  for post
+	topscreen = sprtopscreen + spryscale*column->topdelta;
+	bottomscreen = topscreen + spryscale*column->length;
+
+	dc_yl = (topscreen+FRACUNIT-1)>>FRACBITS;
+	dc_yh = (bottomscreen-1)>>FRACBITS;
+		
+	if (dc_yh >= mfloorclip[dc_x])
+	    dc_yh = mfloorclip[dc_x]-1;
+	if (dc_yl <= mceilingclip[dc_x])
+	    dc_yl = mceilingclip[dc_x]+1;
+
+	if (dc_yl <= dc_yh)
+	{
+	    dc_source = (byte *)column + 3;
+	    dc_texturemid = basetexturemid - (column->topdelta<<FRACBITS);
+	    // dc_source = (byte *)column + 3 - column->topdelta;
+
+	    // Drawn by either R_DrawColumn
+	    //  or (SHADOW) R_DrawFuzzColumn.
+	    colfunc ();	
+	}
+	column = (column_t *)(  (byte *)column + column->length + 4);
+    }
+	
+    dc_texturemid = basetexturemid;
+}
+
+
+
+//
+// R_DrawVisSprite
+//  mfloorclip and mceilingclip should also be set.
+//
+void
+R_DrawVisSprite
+( vissprite_t*		vis,
+  int			x1,
+  int			x2 )
+{
+    column_t*		column;
+    int			texturecolumn;
+    fixed_t		frac;
+    patch_t*		patch;
+	
+	
+    patch = W_CacheLumpNum (vis->patch+firstspritelump, PU_CACHE);
+
+    dc_colormap = vis->colormap;
+    
+    if (!dc_colormap)
+    {
+	// NULL colormap = shadow draw
+	colfunc = fuzzcolfunc;
+    }
+    else if (vis->mobjflags & MF_TRANSLATION)
+    {
+	colfunc = R_DrawTranslatedColumn;
+	dc_translation = translationtables - 256 +
+	    ( (vis->mobjflags & MF_TRANSLATION) >> (MF_TRANSSHIFT-8) );
+    }
+	
+    dc_iscale = abs(vis->xiscale)>>detailshift;
+    dc_texturemid = vis->texturemid;
+    frac = vis->startfrac;
+    spryscale = vis->scale;
+    sprtopscreen = centeryfrac - FixedMul(dc_texturemid,spryscale);
+	
+    for (dc_x=vis->x1 ; dc_x<=vis->x2 ; dc_x++, frac += vis->xiscale)
+    {
+	texturecolumn = frac>>FRACBITS;
+#ifdef RANGECHECK
+	if (texturecolumn < 0 || texturecolumn >= SHORT(patch->width))
+	    I_Error ("R_DrawSpriteRange: bad texturecolumn");
+#endif
+	column = (column_t *) ((byte *)patch +
+			       LONG(patch->columnofs[texturecolumn]));
+	R_DrawMaskedColumn (column);
+    }
+
+    colfunc = basecolfunc;
+}
+
+
+
+//
+// R_ProjectSprite
+// Generates a vissprite for a thing
+//  if it might be visible.
+//
+void R_ProjectSprite (mobj_t* thing)
+{
+    fixed_t		tr_x;
+    fixed_t		tr_y;
+    
+    fixed_t		gxt;
+    fixed_t		gyt;
+    
+    fixed_t		tx;
+    fixed_t		tz;
+
+    fixed_t		xscale;
+    
+    int			x1;
+    int			x2;
+
+    spritedef_t*	sprdef;
+    spriteframe_t*	sprframe;
+    int			lump;
+    
+    unsigned		rot;
+    boolean		flip;
+    
+    int			index;
+
+    vissprite_t*	vis;
+    
+    angle_t		ang;
+    fixed_t		iscale;
+    
+    // transform the origin point
+    tr_x = thing->x - viewx;
+    tr_y = thing->y - viewy;
+	
+    gxt = FixedMul(tr_x,viewcos); 
+    gyt = -FixedMul(tr_y,viewsin);
+    
+    tz = gxt-gyt; 
+
+    // thing is behind view plane?
+    if (tz < MINZ)
+	return;
+    
+    xscale = FixedDiv(projection, tz);
+	
+    gxt = -FixedMul(tr_x,viewsin); 
+    gyt = FixedMul(tr_y,viewcos); 
+    tx = -(gyt+gxt); 
+
+    // too far off the side?
+    if (abs(tx)>(tz<<2))
+	return;
+    
+    // decide which patch to use for sprite relative to player
+#ifdef RANGECHECK
+    if ((unsigned)thing->sprite >= numsprites)
+	I_Error ("R_ProjectSprite: invalid sprite number %i ",
+		 thing->sprite);
+#endif
+    sprdef = &sprites[thing->sprite];
+#ifdef RANGECHECK
+    if ( (thing->frame&FF_FRAMEMASK) >= sprdef->numframes )
+	I_Error ("R_ProjectSprite: invalid sprite frame %i : %i ",
+		 thing->sprite, thing->frame);
+#endif
+    sprframe = &sprdef->spriteframes[ thing->frame & FF_FRAMEMASK];
+
+    if (sprframe->rotate)
+    {
+	// choose a different rotation based on player view
+	ang = R_PointToAngle (thing->x, thing->y);
+	rot = (ang-thing->angle+(unsigned)(ANG45/2)*9)>>29;
+	lump = sprframe->lump[rot];
+	flip = (boolean)sprframe->flip[rot];
+    }
+    else
+    {
+	// use single rotation for all views
+	lump = sprframe->lump[0];
+	flip = (boolean)sprframe->flip[0];
+    }
+    
+    // calculate edges of the shape
+    tx -= spriteoffset[lump];	
+    x1 = (centerxfrac + FixedMul (tx,xscale) ) >>FRACBITS;
+
+    // off the right side?
+    if (x1 > viewwidth)
+	return;
+    
+    tx +=  spritewidth[lump];
+    x2 = ((centerxfrac + FixedMul (tx,xscale) ) >>FRACBITS) - 1;
+
+    // off the left side
+    if (x2 < 0)
+	return;
+    
+    // store information in a vissprite
+    vis = R_NewVisSprite ();
+    vis->mobjflags = thing->flags;
+    vis->scale = xscale<<detailshift;
+    vis->gx = thing->x;
+    vis->gy = thing->y;
+    vis->gz = thing->z;
+    vis->gzt = thing->z + spritetopoffset[lump];
+    vis->texturemid = vis->gzt - viewz;
+    vis->x1 = x1 < 0 ? 0 : x1;
+    vis->x2 = x2 >= viewwidth ? viewwidth-1 : x2;	
+    iscale = FixedDiv (FRACUNIT, xscale);
+
+    if (flip)
+    {
+	vis->startfrac = spritewidth[lump]-1;
+	vis->xiscale = -iscale;
+    }
+    else
+    {
+	vis->startfrac = 0;
+	vis->xiscale = iscale;
+    }
+
+    if (vis->x1 > x1)
+	vis->startfrac += vis->xiscale*(vis->x1-x1);
+    vis->patch = lump;
+    
+    // get light level
+    if (thing->flags & MF_SHADOW)
+    {
+	// shadow draw
+	vis->colormap = NULL;
+    }
+    else if (fixedcolormap)
+    {
+	// fixed map
+	vis->colormap = fixedcolormap;
+    }
+    else if (thing->frame & FF_FULLBRIGHT)
+    {
+	// full bright
+	vis->colormap = colormaps;
+    }
+    
+    else
+    {
+	// diminished light
+	index = xscale>>(LIGHTSCALESHIFT-detailshift);
+
+	if (index >= MAXLIGHTSCALE) 
+	    index = MAXLIGHTSCALE-1;
+
+	vis->colormap = spritelights[index];
+    }	
+}
+
+
+
+
+//
+// R_AddSprites
+// During BSP traversal, this adds sprites by sector.
+//
+void R_AddSprites (sector_t* sec)
+{
+    mobj_t*		thing;
+    int			lightnum;
+
+    // BSP is traversed by subsector.
+    // A sector might have been split into several
+    //  subsectors during BSP building.
+    // Thus we check whether its already added.
+    if (sec->validcount == validcount)
+	return;		
+
+    // Well, now it will be done.
+    sec->validcount = validcount;
+	
+    lightnum = (sec->lightlevel >> LIGHTSEGSHIFT)+extralight;
+
+    if (lightnum < 0)		
+	spritelights = scalelight[0];
+    else if (lightnum >= LIGHTLEVELS)
+	spritelights = scalelight[LIGHTLEVELS-1];
+    else
+	spritelights = scalelight[lightnum];
+
+    // Handle all things in sector.
+    for (thing = sec->thinglist ; thing ; thing = thing->snext)
+	R_ProjectSprite (thing);
+}
+
+
+//
+// R_DrawPSprite
+//
+void R_DrawPSprite (pspdef_t* psp)
+{
+    fixed_t		tx;
+    int			x1;
+    int			x2;
+    spritedef_t*	sprdef;
+    spriteframe_t*	sprframe;
+    int			lump;
+    boolean		flip;
+    vissprite_t*	vis;
+    vissprite_t		avis;
+    
+    // decide which patch to use
+#ifdef RANGECHECK
+    if ( (unsigned)psp->state->sprite >= numsprites)
+	I_Error ("R_ProjectSprite: invalid sprite number %i ",
+		 psp->state->sprite);
+#endif
+    sprdef = &sprites[psp->state->sprite];
+#ifdef RANGECHECK
+    if ( (psp->state->frame & FF_FRAMEMASK)  >= sprdef->numframes)
+	I_Error ("R_ProjectSprite: invalid sprite frame %i : %i ",
+		 psp->state->sprite, psp->state->frame);
+#endif
+    sprframe = &sprdef->spriteframes[ psp->state->frame & FF_FRAMEMASK ];
+
+    lump = sprframe->lump[0];
+    flip = (boolean)sprframe->flip[0];
+    
+    // calculate edges of the shape
+    tx = psp->sx-160*FRACUNIT;
+	
+    tx -= spriteoffset[lump];	
+    x1 = (centerxfrac + FixedMul (tx,pspritescale) ) >>FRACBITS;
+
+    // off the right side
+    if (x1 > viewwidth)
+	return;		
+
+    tx +=  spritewidth[lump];
+    x2 = ((centerxfrac + FixedMul (tx, pspritescale) ) >>FRACBITS) - 1;
+
+    // off the left side
+    if (x2 < 0)
+	return;
+    
+    // store information in a vissprite
+    vis = &avis;
+    vis->mobjflags = 0;
+    vis->texturemid = (BASEYCENTER<<FRACBITS)+FRACUNIT/2-(psp->sy-spritetopoffset[lump]);
+    vis->x1 = x1 < 0 ? 0 : x1;
+    vis->x2 = x2 >= viewwidth ? viewwidth-1 : x2;	
+    vis->scale = pspritescale<<detailshift;
+    
+    if (flip)
+    {
+	vis->xiscale = -pspriteiscale;
+	vis->startfrac = spritewidth[lump]-1;
+    }
+    else
+    {
+	vis->xiscale = pspriteiscale;
+	vis->startfrac = 0;
+    }
+    
+    if (vis->x1 > x1)
+	vis->startfrac += vis->xiscale*(vis->x1-x1);
+
+    vis->patch = lump;
+
+    if (viewplayer->powers[pw_invisibility] > 4*32
+	|| viewplayer->powers[pw_invisibility] & 8)
+    {
+	// shadow draw
+	vis->colormap = NULL;
+    }
+    else if (fixedcolormap)
+    {
+	// fixed color
+	vis->colormap = fixedcolormap;
+    }
+    else if (psp->state->frame & FF_FULLBRIGHT)
+    {
+	// full bright
+	vis->colormap = colormaps;
+    }
+    else
+    {
+	// local light
+	vis->colormap = spritelights[MAXLIGHTSCALE-1];
+    }
+	
+    R_DrawVisSprite (vis, vis->x1, vis->x2);
+}
+
+
+
+//
+// R_DrawPlayerSprites
+//
+void R_DrawPlayerSprites (void)
+{
+    int		i;
+    int		lightnum;
+    pspdef_t*	psp;
+    
+    // get light level
+    lightnum =
+	(viewplayer->mo->subsector->sector->lightlevel >> LIGHTSEGSHIFT) 
+	+extralight;
+
+    if (lightnum < 0)		
+	spritelights = scalelight[0];
+    else if (lightnum >= LIGHTLEVELS)
+	spritelights = scalelight[LIGHTLEVELS-1];
+    else
+	spritelights = scalelight[lightnum];
+    
+    // clip to screen bounds
+    mfloorclip = screenheightarray;
+    mceilingclip = negonearray;
+    
+    // add all active psprites
+    for (i=0, psp=viewplayer->psprites;
+	 i<NUMPSPRITES;
+	 i++,psp++)
+    {
+	if (psp->state)
+	    R_DrawPSprite (psp);
+    }
+}
+
+
+
+
+//
+// R_SortVisSprites
+//
+vissprite_t	vsprsortedhead;
+
+
+void R_SortVisSprites (void)
+{
+    int			i;
+    int			count;
+    vissprite_t*	ds;
+    vissprite_t*	best;
+    vissprite_t		unsorted;
+    fixed_t		bestscale;
+
+    count = vissprite_p - vissprites;
+	
+    unsorted.next = unsorted.prev = &unsorted;
+
+    if (!count)
+	return;
+		
+    for (ds=vissprites ; ds<vissprite_p ; ds++)
+    {
+	ds->next = ds+1;
+	ds->prev = ds-1;
+    }
+    
+    vissprites[0].prev = &unsorted;
+    unsorted.next = &vissprites[0];
+    (vissprite_p-1)->next = &unsorted;
+    unsorted.prev = vissprite_p-1;
+    
+    // pull the vissprites out by scale
+    //best = 0;		// shut up the compiler warning
+    vsprsortedhead.next = vsprsortedhead.prev = &vsprsortedhead;
+    for (i=0 ; i<count ; i++)
+    {
+	bestscale = MAXINT;
+	for (ds=unsorted.next ; ds!= &unsorted ; ds=ds->next)
+	{
+	    if (ds->scale < bestscale)
+	    {
+		bestscale = ds->scale;
+		best = ds;
+	    }
+	}
+	best->next->prev = best->prev;
+	best->prev->next = best->next;
+	best->next = &vsprsortedhead;
+	best->prev = vsprsortedhead.prev;
+	vsprsortedhead.prev->next = best;
+	vsprsortedhead.prev = best;
+    }
+}
+
+
+
+//
+// R_DrawSprite
+//
+void R_DrawSprite (vissprite_t* spr)
+{
+    drawseg_t*		ds;
+    short		clipbot[SCREENWIDTH];
+    short		cliptop[SCREENWIDTH];
+    int			x;
+    int			r1;
+    int			r2;
+    fixed_t		scale;
+    fixed_t		lowscale;
+    int			silhouette;
+		
+    for (x = spr->x1 ; x<=spr->x2 ; x++)
+	clipbot[x] = cliptop[x] = -2;
+    
+    // Scan drawsegs from end to start for obscuring segs.
+    // The first drawseg that has a greater scale
+    //  is the clip seg.
+    for (ds=ds_p-1 ; ds >= drawsegs ; ds--)
+    {
+	// determine if the drawseg obscures the sprite
+	if (ds->x1 > spr->x2
+	    || ds->x2 < spr->x1
+	    || (!ds->silhouette
+		&& !ds->maskedtexturecol) )
+	{
+	    // does not cover sprite
+	    continue;
+	}
+			
+	r1 = ds->x1 < spr->x1 ? spr->x1 : ds->x1;
+	r2 = ds->x2 > spr->x2 ? spr->x2 : ds->x2;
+
+	if (ds->scale1 > ds->scale2)
+	{
+	    lowscale = ds->scale2;
+	    scale = ds->scale1;
+	}
+	else
+	{
+	    lowscale = ds->scale1;
+	    scale = ds->scale2;
+	}
+		
+	if (scale < spr->scale
+	    || ( lowscale < spr->scale
+		 && !R_PointOnSegSide (spr->gx, spr->gy, ds->curline) ) )
+	{
+	    // masked mid texture?
+	    if (ds->maskedtexturecol)	
+		R_RenderMaskedSegRange (ds, r1, r2);
+	    // seg is behind sprite
+	    continue;			
+	}
+
+	
+	// clip this piece of the sprite
+	silhouette = ds->silhouette;
+	
+	if (spr->gz >= ds->bsilheight)
+	    silhouette &= ~SIL_BOTTOM;
+
+	if (spr->gzt <= ds->tsilheight)
+	    silhouette &= ~SIL_TOP;
+			
+	if (silhouette == 1)
+	{
+	    // bottom sil
+	    for (x=r1 ; x<=r2 ; x++)
+		if (clipbot[x] == -2)
+		    clipbot[x] = ds->sprbottomclip[x];
+	}
+	else if (silhouette == 2)
+	{
+	    // top sil
+	    for (x=r1 ; x<=r2 ; x++)
+		if (cliptop[x] == -2)
+		    cliptop[x] = ds->sprtopclip[x];
+	}
+	else if (silhouette == 3)
+	{
+	    // both
+	    for (x=r1 ; x<=r2 ; x++)
+	    {
+		if (clipbot[x] == -2)
+		    clipbot[x] = ds->sprbottomclip[x];
+		if (cliptop[x] == -2)
+		    cliptop[x] = ds->sprtopclip[x];
+	    }
+	}
+		
+    }
+    
+    // all clipping has been performed, so draw the sprite
+
+    // check for unclipped columns
+    for (x = spr->x1 ; x<=spr->x2 ; x++)
+    {
+	if (clipbot[x] == -2)		
+	    clipbot[x] = viewheight;
+
+	if (cliptop[x] == -2)
+	    cliptop[x] = -1;
+    }
+		
+    mfloorclip = clipbot;
+    mceilingclip = cliptop;
+    R_DrawVisSprite (spr, spr->x1, spr->x2);
+}
+
+
+
+
+//
+// R_DrawMasked
+//
+void R_DrawMasked (void)
+{
+    vissprite_t*	spr;
+    drawseg_t*		ds;
+	
+    R_SortVisSprites ();
+
+    if (vissprite_p > vissprites)
+    {
+	// draw all vissprites back to front
+	for (spr = vsprsortedhead.next ;
+	     spr != &vsprsortedhead ;
+	     spr=spr->next)
+	{
+	    
+	    R_DrawSprite (spr);
+	}
+    }
+    
+    // render any remaining masked mid textures
+    for (ds=ds_p-1 ; ds >= drawsegs ; ds--)
+	if (ds->maskedtexturecol)
+	    R_RenderMaskedSegRange (ds, ds->x1, ds->x2);
+    
+    // draw the psprites on top of everything
+    //  but does not draw on side views
+    if (!viewangleoffset)		
+	R_DrawPlayerSprites ();
+}
+
+
+
--- /dev/null
+++ b/src/r_things.h
@@ -1,0 +1,79 @@
+// Emacs style mode select   -*- C++ -*- 
+//-----------------------------------------------------------------------------
+//
+// $Id: r_things.h 4 2005-07-23 16:19:41Z fraggle $
+//
+// Copyright (C) 1993-1996 by id Software, Inc.
+//
+// This source is available for distribution and/or modification
+// only under the terms of the DOOM Source Code License as
+// published by id Software. All rights reserved.
+//
+// The source is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
+// for more details.
+//
+// DESCRIPTION:
+//	Rendering of moving objects, sprites.
+//
+//-----------------------------------------------------------------------------
+
+
+#ifndef __R_THINGS__
+#define __R_THINGS__
+
+
+#ifdef __GNUG__
+#pragma interface
+#endif
+
+#define MAXVISSPRITES  	128
+
+extern vissprite_t	vissprites[MAXVISSPRITES];
+extern vissprite_t*	vissprite_p;
+extern vissprite_t	vsprsortedhead;
+
+// Constant arrays used for psprite clipping
+//  and initializing clipping.
+extern short		negonearray[SCREENWIDTH];
+extern short		screenheightarray[SCREENWIDTH];
+
+// vars for R_DrawMaskedColumn
+extern short*		mfloorclip;
+extern short*		mceilingclip;
+extern fixed_t		spryscale;
+extern fixed_t		sprtopscreen;
+
+extern fixed_t		pspritescale;
+extern fixed_t		pspriteiscale;
+
+
+void R_DrawMaskedColumn (column_t* column);
+
+
+void R_SortVisSprites (void);
+
+void R_AddSprites (sector_t* sec);
+void R_AddPSprites (void);
+void R_DrawSprites (void);
+void R_InitSprites (char** namelist);
+void R_ClearSprites (void);
+void R_DrawMasked (void);
+
+void
+R_ClipVisSprite
+( vissprite_t*		vis,
+  int			xl,
+  int			xh );
+
+
+#endif
+//-----------------------------------------------------------------------------
+//
+// $Log$
+// Revision 1.1  2005/07/23 16:19:44  fraggle
+// Initial revision
+//
+//
+//-----------------------------------------------------------------------------
--- /dev/null
+++ b/src/s_sound.c
@@ -1,0 +1,882 @@
+// Emacs style mode select   -*- C++ -*- 
+//-----------------------------------------------------------------------------
+//
+// $Id: s_sound.c 4 2005-07-23 16:19:41Z fraggle $
+//
+// Copyright (C) 1993-1996 by id Software, Inc.
+//
+// This source is available for distribution and/or modification
+// only under the terms of the DOOM Source Code License as
+// published by id Software. All rights reserved.
+//
+// The source is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
+// for more details.
+//
+// $Log$
+// Revision 1.1  2005/07/23 16:20:29  fraggle
+// Initial revision
+//
+//
+// DESCRIPTION:  none
+//
+//-----------------------------------------------------------------------------
+
+
+static const char
+rcsid[] = "$Id: s_sound.c 4 2005-07-23 16:19:41Z fraggle $";
+
+
+
+#include <stdio.h>
+#include <stdlib.h>
+
+#include "i_system.h"
+#include "i_sound.h"
+#include "sounds.h"
+#include "s_sound.h"
+
+#include "z_zone.h"
+#include "m_random.h"
+#include "w_wad.h"
+
+#include "doomdef.h"
+#include "p_local.h"
+
+#include "doomstat.h"
+
+
+// Purpose?
+const char snd_prefixen[]
+= { 'P', 'P', 'A', 'S', 'S', 'S', 'M', 'M', 'M', 'S', 'S', 'S' };
+
+#define S_MAX_VOLUME		127
+
+// when to clip out sounds
+// Does not fit the large outdoor areas.
+#define S_CLIPPING_DIST		(1200*0x10000)
+
+// Distance tp origin when sounds should be maxed out.
+// This should relate to movement clipping resolution
+// (see BLOCKMAP handling).
+// Originally: (200*0x10000).
+#define S_CLOSE_DIST		(160*0x10000)
+
+
+#define S_ATTENUATOR		((S_CLIPPING_DIST-S_CLOSE_DIST)>>FRACBITS)
+
+// Adjustable by menu.
+#define NORM_VOLUME    		snd_MaxVolume
+
+#define NORM_PITCH     		128
+#define NORM_PRIORITY		64
+#define NORM_SEP		128
+
+#define S_PITCH_PERTURB		1
+#define S_STEREO_SWING		(96*0x10000)
+
+// percent attenuation from front to back
+#define S_IFRACVOL		30
+
+#define NA			0
+#define S_NUMCHANNELS		2
+
+
+// Current music/sfx card - index useless
+//  w/o a reference LUT in a sound module.
+extern int snd_MusicDevice;
+extern int snd_SfxDevice;
+// Config file? Same disclaimer as above.
+extern int snd_DesiredMusicDevice;
+extern int snd_DesiredSfxDevice;
+
+
+
+typedef struct
+{
+    // sound information (if null, channel avail.)
+    sfxinfo_t*	sfxinfo;
+
+    // origin of sound
+    void*	origin;
+
+    // handle of the sound being played
+    int		handle;
+    
+} channel_t;
+
+
+// the set of channels available
+static channel_t*	channels;
+
+// These are not used, but should be (menu).
+// Maximum volume of a sound effect.
+// Internal default is max out of 0-15.
+int 		snd_SfxVolume = 15;
+
+// Maximum volume of music. Useless so far.
+int 		snd_MusicVolume = 15; 
+
+
+
+// whether songs are mus_paused
+static boolean		mus_paused;	
+
+// music currently being played
+static musicinfo_t*	mus_playing=0;
+
+// following is set
+//  by the defaults code in M_misc:
+// number of channels available
+int			numChannels;	
+
+static int		nextcleanup;
+
+
+
+//
+// Internals.
+//
+int
+S_getChannel
+( void*		origin,
+  sfxinfo_t*	sfxinfo );
+
+
+int
+S_AdjustSoundParams
+( mobj_t*	listener,
+  mobj_t*	source,
+  int*		vol,
+  int*		sep,
+  int*		pitch );
+
+void S_StopChannel(int cnum);
+
+
+
+//
+// Initializes sound stuff, including volume
+// Sets channels, SFX and music volume,
+//  allocates channel buffer, sets S_sfx lookup.
+//
+void S_Init
+( int		sfxVolume,
+  int		musicVolume )
+{  
+  int		i;
+
+  fprintf( stderr, "S_Init: default sfx volume %d\n", sfxVolume);
+
+  // Whatever these did with DMX, these are rather dummies now.
+  I_SetChannels();
+  
+  S_SetSfxVolume(sfxVolume);
+  // No music with Linux - another dummy.
+  S_SetMusicVolume(musicVolume);
+
+  // Allocating the internal channels for mixing
+  // (the maximum numer of sounds rendered
+  // simultaneously) within zone memory.
+  channels =
+    (channel_t *) Z_Malloc(numChannels*sizeof(channel_t), PU_STATIC, 0);
+  
+  // Free all channels for use
+  for (i=0 ; i<numChannels ; i++)
+    channels[i].sfxinfo = 0;
+  
+  // no sounds are playing, and they are not mus_paused
+  mus_paused = 0;
+
+  // Note that sounds have not been cached (yet).
+  for (i=1 ; i<NUMSFX ; i++)
+    S_sfx[i].lumpnum = S_sfx[i].usefulness = -1;
+}
+
+
+
+
+//
+// Per level startup code.
+// Kills playing sounds at start of level,
+//  determines music if any, changes music.
+//
+void S_Start(void)
+{
+  int cnum;
+  int mnum;
+
+  // kill all playing sounds at start of level
+  //  (trust me - a good idea)
+  for (cnum=0 ; cnum<numChannels ; cnum++)
+    if (channels[cnum].sfxinfo)
+      S_StopChannel(cnum);
+  
+  // start new music for the level
+  mus_paused = 0;
+  
+  if (gamemode == commercial)
+    mnum = mus_runnin + gamemap - 1;
+  else
+  {
+    int spmus[]=
+    {
+      // Song - Who? - Where?
+      
+      mus_e3m4,	// American	e4m1
+      mus_e3m2,	// Romero	e4m2
+      mus_e3m3,	// Shawn	e4m3
+      mus_e1m5,	// American	e4m4
+      mus_e2m7,	// Tim 	e4m5
+      mus_e2m4,	// Romero	e4m6
+      mus_e2m6,	// J.Anderson	e4m7 CHIRON.WAD
+      mus_e2m5,	// Shawn	e4m8
+      mus_e1m9	// Tim		e4m9
+    };
+    
+    if (gameepisode < 4)
+      mnum = mus_e1m1 + (gameepisode-1)*9 + gamemap-1;
+    else
+      mnum = spmus[gamemap-1];
+    }	
+  
+  // HACK FOR COMMERCIAL
+  //  if (commercial && mnum > mus_e3m9)	
+  //      mnum -= mus_e3m9;
+  
+  S_ChangeMusic(mnum, true);
+  
+  nextcleanup = 15;
+}	
+
+
+
+
+
+void
+S_StartSoundAtVolume
+( void*		origin_p,
+  int		sfx_id,
+  int		volume )
+{
+
+  int		rc;
+  int		sep;
+  int		pitch;
+  int		priority;
+  sfxinfo_t*	sfx;
+  int		cnum;
+  
+  mobj_t*	origin = (mobj_t *) origin_p;
+  
+  
+  // Debug.
+  /*fprintf( stderr,
+  	   "S_StartSoundAtVolume: playing sound %d (%s)\n",
+  	   sfx_id, S_sfx[sfx_id].name );*/
+  
+  // check for bogus sound #
+  if (sfx_id < 1 || sfx_id > NUMSFX)
+    I_Error("Bad sfx #: %d", sfx_id);
+  
+  sfx = &S_sfx[sfx_id];
+  
+  // Initialize sound parameters
+  if (sfx->link)
+  {
+    pitch = sfx->pitch;
+    priority = sfx->priority;
+    volume += sfx->volume;
+    
+    if (volume < 1)
+      return;
+    
+    if (volume > snd_SfxVolume)
+      volume = snd_SfxVolume;
+  }	
+  else
+  {
+    pitch = NORM_PITCH;
+    priority = NORM_PRIORITY;
+  }
+
+
+  // Check to see if it is audible,
+  //  and if not, modify the params
+  if (origin && origin != players[consoleplayer].mo)
+  {
+    rc = S_AdjustSoundParams(players[consoleplayer].mo,
+			     origin,
+			     &volume,
+			     &sep,
+			     &pitch);
+	
+    if ( origin->x == players[consoleplayer].mo->x
+	 && origin->y == players[consoleplayer].mo->y)
+    {	
+      sep 	= NORM_SEP;
+    }
+    
+    if (!rc)
+      return;
+  }	
+  else
+  {
+    sep = NORM_SEP;
+  }
+  
+  // hacks to vary the sfx pitches
+  if (sfx_id >= sfx_sawup
+      && sfx_id <= sfx_sawhit)
+  {	
+    pitch += 8 - (M_Random()&15);
+    
+    if (pitch<0)
+      pitch = 0;
+    else if (pitch>255)
+      pitch = 255;
+  }
+  else if (sfx_id != sfx_itemup
+	   && sfx_id != sfx_tink)
+  {
+    pitch += 16 - (M_Random()&31);
+    
+    if (pitch<0)
+      pitch = 0;
+    else if (pitch>255)
+      pitch = 255;
+  }
+
+  // kill old sound
+  S_StopSound(origin);
+
+  // try to find a channel
+  cnum = S_getChannel(origin, sfx);
+  
+  if (cnum<0)
+    return;
+
+  //
+  // This is supposed to handle the loading/caching.
+  // For some odd reason, the caching is done nearly
+  //  each time the sound is needed?
+  //
+  
+  // get lumpnum if necessary
+  if (sfx->lumpnum < 0)
+    sfx->lumpnum = I_GetSfxLumpNum(sfx);
+
+#ifndef SNDSRV
+  // cache data if necessary
+  if (!sfx->data)
+  {
+    fprintf( stderr,
+	     "S_StartSoundAtVolume: 16bit and not pre-cached - wtf?\n");
+
+    // DOS remains, 8bit handling
+    //sfx->data = (void *) W_CacheLumpNum(sfx->lumpnum, PU_MUSIC);
+    // fprintf( stderr,
+    //	     "S_StartSoundAtVolume: loading %d (lump %d) : 0x%x\n",
+    //       sfx_id, sfx->lumpnum, (int)sfx->data );
+    
+  }
+#endif
+  
+  // increase the usefulness
+  if (sfx->usefulness++ < 0)
+    sfx->usefulness = 1;
+  
+  // Assigns the handle to one of the channels in the
+  //  mix/output buffer.
+  channels[cnum].handle = I_StartSound(sfx_id,
+				       /*sfx->data,*/
+				       volume,
+				       sep,
+				       pitch,
+				       priority);
+}	
+
+void
+S_StartSound
+( void*		origin,
+  int		sfx_id )
+{
+#ifdef SAWDEBUG
+    // if (sfx_id == sfx_sawful)
+    // sfx_id = sfx_itemup;
+#endif
+  
+    S_StartSoundAtVolume(origin, sfx_id, snd_SfxVolume);
+
+
+    // UNUSED. We had problems, had we not?
+#ifdef SAWDEBUG
+{
+    int i;
+    int n;
+	
+    static mobj_t*      last_saw_origins[10] = {1,1,1,1,1,1,1,1,1,1};
+    static int		first_saw=0;
+    static int		next_saw=0;
+	
+    if (sfx_id == sfx_sawidl
+	|| sfx_id == sfx_sawful
+	|| sfx_id == sfx_sawhit)
+    {
+	for (i=first_saw;i!=next_saw;i=(i+1)%10)
+	    if (last_saw_origins[i] != origin)
+		fprintf(stderr, "old origin 0x%lx != "
+			"origin 0x%lx for sfx %d\n",
+			last_saw_origins[i],
+			origin,
+			sfx_id);
+	    
+	last_saw_origins[next_saw] = origin;
+	next_saw = (next_saw + 1) % 10;
+	if (next_saw == first_saw)
+	    first_saw = (first_saw + 1) % 10;
+	    
+	for (n=i=0; i<numChannels ; i++)
+	{
+	    if (channels[i].sfxinfo == &S_sfx[sfx_sawidl]
+		|| channels[i].sfxinfo == &S_sfx[sfx_sawful]
+		|| channels[i].sfxinfo == &S_sfx[sfx_sawhit]) n++;
+	}
+	    
+	if (n>1)
+	{
+	    for (i=0; i<numChannels ; i++)
+	    {
+		if (channels[i].sfxinfo == &S_sfx[sfx_sawidl]
+		    || channels[i].sfxinfo == &S_sfx[sfx_sawful]
+		    || channels[i].sfxinfo == &S_sfx[sfx_sawhit])
+		{
+		    fprintf(stderr,
+			    "chn: sfxinfo=0x%lx, origin=0x%lx, "
+			    "handle=%d\n",
+			    channels[i].sfxinfo,
+			    channels[i].origin,
+			    channels[i].handle);
+		}
+	    }
+	    fprintf(stderr, "\n");
+	}
+    }
+}
+#endif
+ 
+}
+
+
+
+
+void S_StopSound(void *origin)
+{
+
+    int cnum;
+
+    for (cnum=0 ; cnum<numChannels ; cnum++)
+    {
+	if (channels[cnum].sfxinfo && channels[cnum].origin == origin)
+	{
+	    S_StopChannel(cnum);
+	    break;
+	}
+    }
+}
+
+
+
+
+
+
+
+
+
+//
+// Stop and resume music, during game PAUSE.
+//
+void S_PauseSound(void)
+{
+    if (mus_playing && !mus_paused)
+    {
+	I_PauseSong(mus_playing->handle);
+	mus_paused = true;
+    }
+}
+
+void S_ResumeSound(void)
+{
+    if (mus_playing && mus_paused)
+    {
+	I_ResumeSong(mus_playing->handle);
+	mus_paused = false;
+    }
+}
+
+
+//
+// Updates music & sounds
+//
+void S_UpdateSounds(void* listener_p)
+{
+    int		audible;
+    int		cnum;
+    int		volume;
+    int		sep;
+    int		pitch;
+    sfxinfo_t*	sfx;
+    channel_t*	c;
+    
+    mobj_t*	listener = (mobj_t*)listener_p;
+
+
+    
+    // Clean up unused data.
+    // This is currently not done for 16bit (sounds cached static).
+    // DOS 8bit remains. 
+    /*if (gametic > nextcleanup)
+    {
+	for (i=1 ; i<NUMSFX ; i++)
+	{
+	    if (S_sfx[i].usefulness < 1
+		&& S_sfx[i].usefulness > -1)
+	    {
+		if (--S_sfx[i].usefulness == -1)
+		{
+		    Z_ChangeTag(S_sfx[i].data, PU_CACHE);
+		    S_sfx[i].data = 0;
+		}
+	    }
+	}
+	nextcleanup = gametic + 15;
+    }*/
+    
+    for (cnum=0 ; cnum<numChannels ; cnum++)
+    {
+	c = &channels[cnum];
+	sfx = c->sfxinfo;
+
+	if (c->sfxinfo)
+	{
+	    if (I_SoundIsPlaying(c->handle))
+	    {
+		// initialize parameters
+		volume = snd_SfxVolume;
+		pitch = NORM_PITCH;
+		sep = NORM_SEP;
+
+		if (sfx->link)
+		{
+		    pitch = sfx->pitch;
+		    volume += sfx->volume;
+		    if (volume < 1)
+		    {
+			S_StopChannel(cnum);
+			continue;
+		    }
+		    else if (volume > snd_SfxVolume)
+		    {
+			volume = snd_SfxVolume;
+		    }
+		}
+
+		// check non-local sounds for distance clipping
+		//  or modify their params
+		if (c->origin && listener_p != c->origin)
+		{
+		    audible = S_AdjustSoundParams(listener,
+						  c->origin,
+						  &volume,
+						  &sep,
+						  &pitch);
+		    
+		    if (!audible)
+		    {
+			S_StopChannel(cnum);
+		    }
+		    else
+			I_UpdateSoundParams(c->handle, volume, sep, pitch);
+		}
+	    }
+	    else
+	    {
+		// if channel is allocated but sound has stopped,
+		//  free it
+		S_StopChannel(cnum);
+	    }
+	}
+    }
+    // kill music if it is a single-play && finished
+    // if (	mus_playing
+    //      && !I_QrySongPlaying(mus_playing->handle)
+    //      && !mus_paused )
+    // S_StopMusic();
+}
+
+
+void S_SetMusicVolume(int volume)
+{
+    if (volume < 0 || volume > 127)
+    {
+	I_Error("Attempt to set music volume at %d",
+		volume);
+    }    
+
+    I_SetMusicVolume(127);
+    I_SetMusicVolume(volume);
+    snd_MusicVolume = volume;
+}
+
+
+
+void S_SetSfxVolume(int volume)
+{
+
+    if (volume < 0 || volume > 127)
+	I_Error("Attempt to set sfx volume at %d", volume);
+
+    snd_SfxVolume = volume;
+
+}
+
+//
+// Starts some music with the music id found in sounds.h.
+//
+void S_StartMusic(int m_id)
+{
+    S_ChangeMusic(m_id, false);
+}
+
+void
+S_ChangeMusic
+( int			musicnum,
+  int			looping )
+{
+    musicinfo_t*	music;
+    char		namebuf[9];
+
+    if ( (musicnum <= mus_None)
+	 || (musicnum >= NUMMUSIC) )
+    {
+	I_Error("Bad music number %d", musicnum);
+    }
+    else
+	music = &S_music[musicnum];
+
+    if (mus_playing == music)
+	return;
+
+    // shutdown old music
+    S_StopMusic();
+
+    // get lumpnum if neccessary
+    if (!music->lumpnum)
+    {
+	sprintf(namebuf, "d_%s", music->name);
+	music->lumpnum = W_GetNumForName(namebuf);
+    }
+
+    // load & register it
+    music->data = (void *) W_CacheLumpNum(music->lumpnum, PU_MUSIC);
+    music->handle = I_RegisterSong(music->data);
+
+    // play it
+    I_PlaySong(music->handle, looping);
+
+    mus_playing = music;
+}
+
+
+void S_StopMusic(void)
+{
+    if (mus_playing)
+    {
+	if (mus_paused)
+	    I_ResumeSong(mus_playing->handle);
+
+	I_StopSong(mus_playing->handle);
+	I_UnRegisterSong(mus_playing->handle);
+	Z_ChangeTag(mus_playing->data, PU_CACHE);
+	
+	mus_playing->data = 0;
+	mus_playing = 0;
+    }
+}
+
+
+
+
+void S_StopChannel(int cnum)
+{
+
+    int		i;
+    channel_t*	c = &channels[cnum];
+
+    if (c->sfxinfo)
+    {
+	// stop the sound playing
+	if (I_SoundIsPlaying(c->handle))
+	{
+#ifdef SAWDEBUG
+	    if (c->sfxinfo == &S_sfx[sfx_sawful])
+		fprintf(stderr, "stopped\n");
+#endif
+	    I_StopSound(c->handle);
+	}
+
+	// check to see
+	//  if other channels are playing the sound
+	for (i=0 ; i<numChannels ; i++)
+	{
+	    if (cnum != i
+		&& c->sfxinfo == channels[i].sfxinfo)
+	    {
+		break;
+	    }
+	}
+	
+	// degrade usefulness of sound data
+	c->sfxinfo->usefulness--;
+
+	c->sfxinfo = 0;
+    }
+}
+
+
+
+//
+// Changes volume, stereo-separation, and pitch variables
+//  from the norm of a sound effect to be played.
+// If the sound is not audible, returns a 0.
+// Otherwise, modifies parameters and returns 1.
+//
+int
+S_AdjustSoundParams
+( mobj_t*	listener,
+  mobj_t*	source,
+  int*		vol,
+  int*		sep,
+  int*		pitch )
+{
+    fixed_t	approx_dist;
+    fixed_t	adx;
+    fixed_t	ady;
+    angle_t	angle;
+
+    // calculate the distance to sound origin
+    //  and clip it if necessary
+    adx = abs(listener->x - source->x);
+    ady = abs(listener->y - source->y);
+
+    // From _GG1_ p.428. Appox. eucledian distance fast.
+    approx_dist = adx + ady - ((adx < ady ? adx : ady)>>1);
+    
+    if (gamemap != 8
+	&& approx_dist > S_CLIPPING_DIST)
+    {
+	return 0;
+    }
+    
+    // angle of source to listener
+    angle = R_PointToAngle2(listener->x,
+			    listener->y,
+			    source->x,
+			    source->y);
+
+    if (angle > listener->angle)
+	angle = angle - listener->angle;
+    else
+	angle = angle + (0xffffffff - listener->angle);
+
+    angle >>= ANGLETOFINESHIFT;
+
+    // stereo separation
+    *sep = 128 - (FixedMul(S_STEREO_SWING,finesine[angle])>>FRACBITS);
+
+    // volume calculation
+    if (approx_dist < S_CLOSE_DIST)
+    {
+	*vol = snd_SfxVolume;
+    }
+    else if (gamemap == 8)
+    {
+	if (approx_dist > S_CLIPPING_DIST)
+	    approx_dist = S_CLIPPING_DIST;
+
+	*vol = 15+ ((snd_SfxVolume-15)
+		    *((S_CLIPPING_DIST - approx_dist)>>FRACBITS))
+	    / S_ATTENUATOR;
+    }
+    else
+    {
+	// distance effect
+	*vol = (snd_SfxVolume
+		* ((S_CLIPPING_DIST - approx_dist)>>FRACBITS))
+	    / S_ATTENUATOR; 
+    }
+    
+    return (*vol > 0);
+}
+
+
+
+
+//
+// S_getChannel :
+//   If none available, return -1.  Otherwise channel #.
+//
+int
+S_getChannel
+( void*		origin,
+  sfxinfo_t*	sfxinfo )
+{
+    // channel number to use
+    int		cnum;
+    
+    channel_t*	c;
+
+    // Find an open channel
+    for (cnum=0 ; cnum<numChannels ; cnum++)
+    {
+	if (!channels[cnum].sfxinfo)
+	    break;
+	else if (origin &&  channels[cnum].origin ==  origin)
+	{
+	    S_StopChannel(cnum);
+	    break;
+	}
+    }
+
+    // None available
+    if (cnum == numChannels)
+    {
+	// Look for lower priority
+	for (cnum=0 ; cnum<numChannels ; cnum++)
+	    if (channels[cnum].sfxinfo->priority >= sfxinfo->priority) break;
+
+	if (cnum == numChannels)
+	{
+	    // FUCK!  No lower priority.  Sorry, Charlie.    
+	    return -1;
+	}
+	else
+	{
+	    // Otherwise, kick out lower priority.
+	    S_StopChannel(cnum);
+	}
+    }
+
+    c = &channels[cnum];
+
+    // channel is decided to be cnum.
+    c->sfxinfo = sfxinfo;
+    c->origin = origin;
+
+    return cnum;
+}
+
+
+
+
--- /dev/null
+++ b/src/s_sound.h
@@ -1,0 +1,112 @@
+// Emacs style mode select   -*- C++ -*- 
+//-----------------------------------------------------------------------------
+//
+// $Id: s_sound.h 4 2005-07-23 16:19:41Z fraggle $
+//
+// Copyright (C) 1993-1996 by id Software, Inc.
+//
+// This source is available for distribution and/or modification
+// only under the terms of the DOOM Source Code License as
+// published by id Software. All rights reserved.
+//
+// The source is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
+// for more details.
+//
+// DESCRIPTION:
+//	The not so system specific sound interface.
+//
+//-----------------------------------------------------------------------------
+
+
+#ifndef __S_SOUND__
+#define __S_SOUND__
+
+
+#ifdef __GNUG__
+#pragma interface
+#endif
+
+
+
+//
+// Initializes sound stuff, including volume
+// Sets channels, SFX and music volume,
+//  allocates channel buffer, sets S_sfx lookup.
+//
+void
+S_Init
+( int		sfxVolume,
+  int		musicVolume );
+
+
+
+
+//
+// Per level startup code.
+// Kills playing sounds at start of level,
+//  determines music if any, changes music.
+//
+void S_Start(void);
+
+
+//
+// Start sound for thing at <origin>
+//  using <sound_id> from sounds.h
+//
+void
+S_StartSound
+( void*		origin,
+  int		sound_id );
+
+
+
+// Will start a sound at a given volume.
+void
+S_StartSoundAtVolume
+( void*		origin,
+  int		sound_id,
+  int		volume );
+
+
+// Stop sound for thing at <origin>
+void S_StopSound(void* origin);
+
+
+// Start music using <music_id> from sounds.h
+void S_StartMusic(int music_id);
+
+// Start music using <music_id> from sounds.h,
+//  and set whether looping
+void
+S_ChangeMusic
+( int		music_id,
+  int		looping );
+
+// Stops the music fer sure.
+void S_StopMusic(void);
+
+// Stop and resume music, during game PAUSE.
+void S_PauseSound(void);
+void S_ResumeSound(void);
+
+
+//
+// Updates music & sounds
+//
+void S_UpdateSounds(void* listener);
+
+void S_SetMusicVolume(int volume);
+void S_SetSfxVolume(int volume);
+
+
+#endif
+//-----------------------------------------------------------------------------
+//
+// $Log$
+// Revision 1.1  2005/07/23 16:20:29  fraggle
+// Initial revision
+//
+//
+//-----------------------------------------------------------------------------
--- /dev/null
+++ b/src/sounds.c
@@ -1,0 +1,231 @@
+// Emacs style mode select   -*- C++ -*- 
+//-----------------------------------------------------------------------------
+//
+// $Id: sounds.c 4 2005-07-23 16:19:41Z fraggle $
+//
+// Copyright (C) 1993-1996 by id Software, Inc.
+//
+// This source is available for distribution and/or modification
+// only under the terms of the DOOM Source Code License as
+// published by id Software. All rights reserved.
+//
+// The source is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
+// for more details.
+//
+// $Log$
+// Revision 1.1  2005/07/23 16:20:00  fraggle
+// Initial revision
+//
+//
+// DESCRIPTION:
+//	Created by a sound utility.
+//	Kept as a sample, DOOM2 sounds.
+//
+//-----------------------------------------------------------------------------
+
+
+static const char 
+rcsid[] = "$Id: sounds.c 4 2005-07-23 16:19:41Z fraggle $";
+
+
+#include "doomtype.h"
+#include "sounds.h"
+
+//
+// Information about all the music
+//
+
+musicinfo_t S_music[] =
+{
+    { 0 },
+    { "e1m1", 0 },
+    { "e1m2", 0 },
+    { "e1m3", 0 },
+    { "e1m4", 0 },
+    { "e1m5", 0 },
+    { "e1m6", 0 },
+    { "e1m7", 0 },
+    { "e1m8", 0 },
+    { "e1m9", 0 },
+    { "e2m1", 0 },
+    { "e2m2", 0 },
+    { "e2m3", 0 },
+    { "e2m4", 0 },
+    { "e2m5", 0 },
+    { "e2m6", 0 },
+    { "e2m7", 0 },
+    { "e2m8", 0 },
+    { "e2m9", 0 },
+    { "e3m1", 0 },
+    { "e3m2", 0 },
+    { "e3m3", 0 },
+    { "e3m4", 0 },
+    { "e3m5", 0 },
+    { "e3m6", 0 },
+    { "e3m7", 0 },
+    { "e3m8", 0 },
+    { "e3m9", 0 },
+    { "inter", 0 },
+    { "intro", 0 },
+    { "bunny", 0 },
+    { "victor", 0 },
+    { "introa", 0 },
+    { "runnin", 0 },
+    { "stalks", 0 },
+    { "countd", 0 },
+    { "betwee", 0 },
+    { "doom", 0 },
+    { "the_da", 0 },
+    { "shawn", 0 },
+    { "ddtblu", 0 },
+    { "in_cit", 0 },
+    { "dead", 0 },
+    { "stlks2", 0 },
+    { "theda2", 0 },
+    { "doom2", 0 },
+    { "ddtbl2", 0 },
+    { "runni2", 0 },
+    { "dead2", 0 },
+    { "stlks3", 0 },
+    { "romero", 0 },
+    { "shawn2", 0 },
+    { "messag", 0 },
+    { "count2", 0 },
+    { "ddtbl3", 0 },
+    { "ampie", 0 },
+    { "theda3", 0 },
+    { "adrian", 0 },
+    { "messg2", 0 },
+    { "romer2", 0 },
+    { "tense", 0 },
+    { "shawn3", 0 },
+    { "openin", 0 },
+    { "evil", 0 },
+    { "ultima", 0 },
+    { "read_m", 0 },
+    { "dm2ttl", 0 },
+    { "dm2int", 0 } 
+};
+
+
+//
+// Information about all the sfx
+//
+
+sfxinfo_t S_sfx[] =
+{
+  // S_sfx[0] needs to be a dummy for odd reasons.
+  { "none", false,  0, 0, -1, -1, 0 },
+
+  { "pistol", false, 64, 0, -1, -1, 0 },
+  { "shotgn", false, 64, 0, -1, -1, 0 },
+  { "sgcock", false, 64, 0, -1, -1, 0 },
+  { "dshtgn", false, 64, 0, -1, -1, 0 },
+  { "dbopn", false, 64, 0, -1, -1, 0 },
+  { "dbcls", false, 64, 0, -1, -1, 0 },
+  { "dbload", false, 64, 0, -1, -1, 0 },
+  { "plasma", false, 64, 0, -1, -1, 0 },
+  { "bfg", false, 64, 0, -1, -1, 0 },
+  { "sawup", false, 64, 0, -1, -1, 0 },
+  { "sawidl", false, 118, 0, -1, -1, 0 },
+  { "sawful", false, 64, 0, -1, -1, 0 },
+  { "sawhit", false, 64, 0, -1, -1, 0 },
+  { "rlaunc", false, 64, 0, -1, -1, 0 },
+  { "rxplod", false, 70, 0, -1, -1, 0 },
+  { "firsht", false, 70, 0, -1, -1, 0 },
+  { "firxpl", false, 70, 0, -1, -1, 0 },
+  { "pstart", false, 100, 0, -1, -1, 0 },
+  { "pstop", false, 100, 0, -1, -1, 0 },
+  { "doropn", false, 100, 0, -1, -1, 0 },
+  { "dorcls", false, 100, 0, -1, -1, 0 },
+  { "stnmov", false, 119, 0, -1, -1, 0 },
+  { "swtchn", false, 78, 0, -1, -1, 0 },
+  { "swtchx", false, 78, 0, -1, -1, 0 },
+  { "plpain", false, 96, 0, -1, -1, 0 },
+  { "dmpain", false, 96, 0, -1, -1, 0 },
+  { "popain", false, 96, 0, -1, -1, 0 },
+  { "vipain", false, 96, 0, -1, -1, 0 },
+  { "mnpain", false, 96, 0, -1, -1, 0 },
+  { "pepain", false, 96, 0, -1, -1, 0 },
+  { "slop", false, 78, 0, -1, -1, 0 },
+  { "itemup", true, 78, 0, -1, -1, 0 },
+  { "wpnup", true, 78, 0, -1, -1, 0 },
+  { "oof", false, 96, 0, -1, -1, 0 },
+  { "telept", false, 32, 0, -1, -1, 0 },
+  { "posit1", true, 98, 0, -1, -1, 0 },
+  { "posit2", true, 98, 0, -1, -1, 0 },
+  { "posit3", true, 98, 0, -1, -1, 0 },
+  { "bgsit1", true, 98, 0, -1, -1, 0 },
+  { "bgsit2", true, 98, 0, -1, -1, 0 },
+  { "sgtsit", true, 98, 0, -1, -1, 0 },
+  { "cacsit", true, 98, 0, -1, -1, 0 },
+  { "brssit", true, 94, 0, -1, -1, 0 },
+  { "cybsit", true, 92, 0, -1, -1, 0 },
+  { "spisit", true, 90, 0, -1, -1, 0 },
+  { "bspsit", true, 90, 0, -1, -1, 0 },
+  { "kntsit", true, 90, 0, -1, -1, 0 },
+  { "vilsit", true, 90, 0, -1, -1, 0 },
+  { "mansit", true, 90, 0, -1, -1, 0 },
+  { "pesit", true, 90, 0, -1, -1, 0 },
+  { "sklatk", false, 70, 0, -1, -1, 0 },
+  { "sgtatk", false, 70, 0, -1, -1, 0 },
+  { "skepch", false, 70, 0, -1, -1, 0 },
+  { "vilatk", false, 70, 0, -1, -1, 0 },
+  { "claw", false, 70, 0, -1, -1, 0 },
+  { "skeswg", false, 70, 0, -1, -1, 0 },
+  { "pldeth", false, 32, 0, -1, -1, 0 },
+  { "pdiehi", false, 32, 0, -1, -1, 0 },
+  { "podth1", false, 70, 0, -1, -1, 0 },
+  { "podth2", false, 70, 0, -1, -1, 0 },
+  { "podth3", false, 70, 0, -1, -1, 0 },
+  { "bgdth1", false, 70, 0, -1, -1, 0 },
+  { "bgdth2", false, 70, 0, -1, -1, 0 },
+  { "sgtdth", false, 70, 0, -1, -1, 0 },
+  { "cacdth", false, 70, 0, -1, -1, 0 },
+  { "skldth", false, 70, 0, -1, -1, 0 },
+  { "brsdth", false, 32, 0, -1, -1, 0 },
+  { "cybdth", false, 32, 0, -1, -1, 0 },
+  { "spidth", false, 32, 0, -1, -1, 0 },
+  { "bspdth", false, 32, 0, -1, -1, 0 },
+  { "vildth", false, 32, 0, -1, -1, 0 },
+  { "kntdth", false, 32, 0, -1, -1, 0 },
+  { "pedth", false, 32, 0, -1, -1, 0 },
+  { "skedth", false, 32, 0, -1, -1, 0 },
+  { "posact", true, 120, 0, -1, -1, 0 },
+  { "bgact", true, 120, 0, -1, -1, 0 },
+  { "dmact", true, 120, 0, -1, -1, 0 },
+  { "bspact", true, 100, 0, -1, -1, 0 },
+  { "bspwlk", true, 100, 0, -1, -1, 0 },
+  { "vilact", true, 100, 0, -1, -1, 0 },
+  { "noway", false, 78, 0, -1, -1, 0 },
+  { "barexp", false, 60, 0, -1, -1, 0 },
+  { "punch", false, 64, 0, -1, -1, 0 },
+  { "hoof", false, 70, 0, -1, -1, 0 },
+  { "metal", false, 70, 0, -1, -1, 0 },
+  { "chgun", false, 64, &S_sfx[sfx_pistol], 150, 0, 0 },
+  { "tink", false, 60, 0, -1, -1, 0 },
+  { "bdopn", false, 100, 0, -1, -1, 0 },
+  { "bdcls", false, 100, 0, -1, -1, 0 },
+  { "itmbk", false, 100, 0, -1, -1, 0 },
+  { "flame", false, 32, 0, -1, -1, 0 },
+  { "flamst", false, 32, 0, -1, -1, 0 },
+  { "getpow", false, 60, 0, -1, -1, 0 },
+  { "bospit", false, 70, 0, -1, -1, 0 },
+  { "boscub", false, 70, 0, -1, -1, 0 },
+  { "bossit", false, 70, 0, -1, -1, 0 },
+  { "bospn", false, 70, 0, -1, -1, 0 },
+  { "bosdth", false, 70, 0, -1, -1, 0 },
+  { "manatk", false, 70, 0, -1, -1, 0 },
+  { "mandth", false, 70, 0, -1, -1, 0 },
+  { "sssit", false, 70, 0, -1, -1, 0 },
+  { "ssdth", false, 70, 0, -1, -1, 0 },
+  { "keenpn", false, 70, 0, -1, -1, 0 },
+  { "keendt", false, 70, 0, -1, -1, 0 },
+  { "skeact", false, 70, 0, -1, -1, 0 },
+  { "skesit", false, 70, 0, -1, -1, 0 },
+  { "skeatk", false, 70, 0, -1, -1, 0 },
+  { "radio", false, 60, 0, -1, -1, 0 } 
+};
+
--- /dev/null
+++ b/src/sounds.h
@@ -1,0 +1,300 @@
+// Emacs style mode select   -*- C++ -*- 
+//-----------------------------------------------------------------------------
+//
+// $Id: sounds.h 4 2005-07-23 16:19:41Z fraggle $
+//
+// Copyright (C) 1993-1996 by id Software, Inc.
+//
+// This source is available for distribution and/or modification
+// only under the terms of the DOOM Source Code License as
+// published by id Software. All rights reserved.
+//
+// The source is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
+// for more details.
+//
+// DESCRIPTION:
+//	Created by the sound utility written by Dave Taylor.
+//	Kept as a sample, DOOM2  sounds. Frozen.
+//
+//-----------------------------------------------------------------------------
+
+#ifndef __SOUNDS__
+#define __SOUNDS__
+
+
+//
+// SoundFX struct.
+//
+typedef struct sfxinfo_struct	sfxinfo_t;
+
+struct sfxinfo_struct
+{
+    // up to 6-character name
+    char*	name;
+
+    // Sfx singularity (only one at a time)
+    int		singularity;
+
+    // Sfx priority
+    int		priority;
+
+    // referenced sound if a link
+    sfxinfo_t*	link;
+
+    // pitch if a link
+    int		pitch;
+
+    // volume if a link
+    int		volume;
+
+    // sound data
+    void*	data;
+
+    // this is checked every second to see if sound
+    // can be thrown out (if 0, then decrement, if -1,
+    // then throw out, if > 0, then it is in use)
+    int		usefulness;
+
+    // lump number of sfx
+    int		lumpnum;		
+};
+
+
+
+
+//
+// MusicInfo struct.
+//
+typedef struct
+{
+    // up to 6-character name
+    char*	name;
+
+    // lump number of music
+    int		lumpnum;
+    
+    // music data
+    void*	data;
+
+    // music handle once registered
+    int handle;
+    
+} musicinfo_t;
+
+
+
+
+// the complete set of sound effects
+extern sfxinfo_t	S_sfx[];
+
+// the complete set of music
+extern musicinfo_t	S_music[];
+
+//
+// Identifiers for all music in game.
+//
+
+typedef enum
+{
+    mus_None,
+    mus_e1m1,
+    mus_e1m2,
+    mus_e1m3,
+    mus_e1m4,
+    mus_e1m5,
+    mus_e1m6,
+    mus_e1m7,
+    mus_e1m8,
+    mus_e1m9,
+    mus_e2m1,
+    mus_e2m2,
+    mus_e2m3,
+    mus_e2m4,
+    mus_e2m5,
+    mus_e2m6,
+    mus_e2m7,
+    mus_e2m8,
+    mus_e2m9,
+    mus_e3m1,
+    mus_e3m2,
+    mus_e3m3,
+    mus_e3m4,
+    mus_e3m5,
+    mus_e3m6,
+    mus_e3m7,
+    mus_e3m8,
+    mus_e3m9,
+    mus_inter,
+    mus_intro,
+    mus_bunny,
+    mus_victor,
+    mus_introa,
+    mus_runnin,
+    mus_stalks,
+    mus_countd,
+    mus_betwee,
+    mus_doom,
+    mus_the_da,
+    mus_shawn,
+    mus_ddtblu,
+    mus_in_cit,
+    mus_dead,
+    mus_stlks2,
+    mus_theda2,
+    mus_doom2,
+    mus_ddtbl2,
+    mus_runni2,
+    mus_dead2,
+    mus_stlks3,
+    mus_romero,
+    mus_shawn2,
+    mus_messag,
+    mus_count2,
+    mus_ddtbl3,
+    mus_ampie,
+    mus_theda3,
+    mus_adrian,
+    mus_messg2,
+    mus_romer2,
+    mus_tense,
+    mus_shawn3,
+    mus_openin,
+    mus_evil,
+    mus_ultima,
+    mus_read_m,
+    mus_dm2ttl,
+    mus_dm2int,
+    NUMMUSIC
+} musicenum_t;
+
+
+//
+// Identifiers for all sfx in game.
+//
+
+typedef enum
+{
+    sfx_None,
+    sfx_pistol,
+    sfx_shotgn,
+    sfx_sgcock,
+    sfx_dshtgn,
+    sfx_dbopn,
+    sfx_dbcls,
+    sfx_dbload,
+    sfx_plasma,
+    sfx_bfg,
+    sfx_sawup,
+    sfx_sawidl,
+    sfx_sawful,
+    sfx_sawhit,
+    sfx_rlaunc,
+    sfx_rxplod,
+    sfx_firsht,
+    sfx_firxpl,
+    sfx_pstart,
+    sfx_pstop,
+    sfx_doropn,
+    sfx_dorcls,
+    sfx_stnmov,
+    sfx_swtchn,
+    sfx_swtchx,
+    sfx_plpain,
+    sfx_dmpain,
+    sfx_popain,
+    sfx_vipain,
+    sfx_mnpain,
+    sfx_pepain,
+    sfx_slop,
+    sfx_itemup,
+    sfx_wpnup,
+    sfx_oof,
+    sfx_telept,
+    sfx_posit1,
+    sfx_posit2,
+    sfx_posit3,
+    sfx_bgsit1,
+    sfx_bgsit2,
+    sfx_sgtsit,
+    sfx_cacsit,
+    sfx_brssit,
+    sfx_cybsit,
+    sfx_spisit,
+    sfx_bspsit,
+    sfx_kntsit,
+    sfx_vilsit,
+    sfx_mansit,
+    sfx_pesit,
+    sfx_sklatk,
+    sfx_sgtatk,
+    sfx_skepch,
+    sfx_vilatk,
+    sfx_claw,
+    sfx_skeswg,
+    sfx_pldeth,
+    sfx_pdiehi,
+    sfx_podth1,
+    sfx_podth2,
+    sfx_podth3,
+    sfx_bgdth1,
+    sfx_bgdth2,
+    sfx_sgtdth,
+    sfx_cacdth,
+    sfx_skldth,
+    sfx_brsdth,
+    sfx_cybdth,
+    sfx_spidth,
+    sfx_bspdth,
+    sfx_vildth,
+    sfx_kntdth,
+    sfx_pedth,
+    sfx_skedth,
+    sfx_posact,
+    sfx_bgact,
+    sfx_dmact,
+    sfx_bspact,
+    sfx_bspwlk,
+    sfx_vilact,
+    sfx_noway,
+    sfx_barexp,
+    sfx_punch,
+    sfx_hoof,
+    sfx_metal,
+    sfx_chgun,
+    sfx_tink,
+    sfx_bdopn,
+    sfx_bdcls,
+    sfx_itmbk,
+    sfx_flame,
+    sfx_flamst,
+    sfx_getpow,
+    sfx_bospit,
+    sfx_boscub,
+    sfx_bossit,
+    sfx_bospn,
+    sfx_bosdth,
+    sfx_manatk,
+    sfx_mandth,
+    sfx_sssit,
+    sfx_ssdth,
+    sfx_keenpn,
+    sfx_keendt,
+    sfx_skeact,
+    sfx_skesit,
+    sfx_skeatk,
+    sfx_radio,
+    NUMSFX
+} sfxenum_t;
+
+#endif
+//-----------------------------------------------------------------------------
+//
+// $Log$
+// Revision 1.1  2005/07/23 16:20:00  fraggle
+// Initial revision
+//
+//
+//-----------------------------------------------------------------------------
+
--- /dev/null
+++ b/src/st_lib.c
@@ -1,0 +1,296 @@
+// Emacs style mode select   -*- C++ -*- 
+//-----------------------------------------------------------------------------
+//
+// $Id: st_lib.c 4 2005-07-23 16:19:41Z fraggle $
+//
+// Copyright (C) 1993-1996 by id Software, Inc.
+//
+// This source is available for distribution and/or modification
+// only under the terms of the DOOM Source Code License as
+// published by id Software. All rights reserved.
+//
+// The source is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
+// for more details.
+//
+// $Log$
+// Revision 1.1  2005/07/23 16:20:30  fraggle
+// Initial revision
+//
+//
+// DESCRIPTION:
+//	The status bar widget code.
+//
+//-----------------------------------------------------------------------------
+
+
+static const char
+rcsid[] = "$Id: st_lib.c 4 2005-07-23 16:19:41Z fraggle $";
+
+#include <ctype.h>
+
+#include "doomdef.h"
+
+#include "z_zone.h"
+#include "v_video.h"
+
+#include "m_swap.h"
+
+#include "i_system.h"
+
+#include "w_wad.h"
+
+#include "st_stuff.h"
+#include "st_lib.h"
+#include "r_local.h"
+
+
+// in AM_map.c
+extern boolean		automapactive; 
+
+
+
+
+//
+// Hack display negative frags.
+//  Loads and store the stminus lump.
+//
+patch_t*		sttminus;
+
+void STlib_init(void)
+{
+    sttminus = (patch_t *) W_CacheLumpName("STTMINUS", PU_STATIC);
+}
+
+
+// ?
+void
+STlib_initNum
+( st_number_t*		n,
+  int			x,
+  int			y,
+  patch_t**		pl,
+  int*			num,
+  boolean*		on,
+  int			width )
+{
+    n->x	= x;
+    n->y	= y;
+    n->oldnum	= 0;
+    n->width	= width;
+    n->num	= num;
+    n->on	= on;
+    n->p	= pl;
+}
+
+
+// 
+// A fairly efficient way to draw a number
+//  based on differences from the old number.
+// Note: worth the trouble?
+//
+void
+STlib_drawNum
+( st_number_t*	n,
+  boolean	refresh )
+{
+
+    int		numdigits = n->width;
+    int		num = *n->num;
+    
+    int		w = SHORT(n->p[0]->width);
+    int		h = SHORT(n->p[0]->height);
+    int		x = n->x;
+    
+    int		neg;
+
+    n->oldnum = *n->num;
+
+    neg = num < 0;
+
+    if (neg)
+    {
+	if (numdigits == 2 && num < -9)
+	    num = -9;
+	else if (numdigits == 3 && num < -99)
+	    num = -99;
+	
+	num = -num;
+    }
+
+    // clear the area
+    x = n->x - numdigits*w;
+
+    if (n->y - ST_Y < 0)
+	I_Error("drawNum: n->y - ST_Y < 0");
+
+    V_CopyRect(x, n->y - ST_Y, BG, w*numdigits, h, x, n->y, FG);
+
+    // if non-number, do not draw it
+    if (num == 1994)
+	return;
+
+    x = n->x;
+
+    // in the special case of 0, you draw 0
+    if (!num)
+	V_DrawPatch(x - w, n->y, FG, n->p[ 0 ]);
+
+    // draw the new number
+    while (num && numdigits--)
+    {
+	x -= w;
+	V_DrawPatch(x, n->y, FG, n->p[ num % 10 ]);
+	num /= 10;
+    }
+
+    // draw a minus sign if necessary
+    if (neg)
+	V_DrawPatch(x - 8, n->y, FG, sttminus);
+}
+
+
+//
+void
+STlib_updateNum
+( st_number_t*		n,
+  boolean		refresh )
+{
+    if (*n->on) STlib_drawNum(n, refresh);
+}
+
+
+//
+void
+STlib_initPercent
+( st_percent_t*		p,
+  int			x,
+  int			y,
+  patch_t**		pl,
+  int*			num,
+  boolean*		on,
+  patch_t*		percent )
+{
+    STlib_initNum(&p->n, x, y, pl, num, on, 3);
+    p->p = percent;
+}
+
+
+
+
+void
+STlib_updatePercent
+( st_percent_t*		per,
+  int			refresh )
+{
+    if (refresh && *per->n.on)
+	V_DrawPatch(per->n.x, per->n.y, FG, per->p);
+    
+    STlib_updateNum(&per->n, refresh);
+}
+
+
+
+void
+STlib_initMultIcon
+( st_multicon_t*	i,
+  int			x,
+  int			y,
+  patch_t**		il,
+  int*			inum,
+  boolean*		on )
+{
+    i->x	= x;
+    i->y	= y;
+    i->oldinum 	= -1;
+    i->inum	= inum;
+    i->on	= on;
+    i->p	= il;
+}
+
+
+
+void
+STlib_updateMultIcon
+( st_multicon_t*	mi,
+  boolean		refresh )
+{
+    int			w;
+    int			h;
+    int			x;
+    int			y;
+
+    if (*mi->on
+	&& (mi->oldinum != *mi->inum || refresh)
+	&& (*mi->inum!=-1))
+    {
+	if (mi->oldinum != -1)
+	{
+	    x = mi->x - SHORT(mi->p[mi->oldinum]->leftoffset);
+	    y = mi->y - SHORT(mi->p[mi->oldinum]->topoffset);
+	    w = SHORT(mi->p[mi->oldinum]->width);
+	    h = SHORT(mi->p[mi->oldinum]->height);
+
+	    if (y - ST_Y < 0)
+		I_Error("updateMultIcon: y - ST_Y < 0");
+
+	    V_CopyRect(x, y-ST_Y, BG, w, h, x, y, FG);
+	}
+	V_DrawPatch(mi->x, mi->y, FG, mi->p[*mi->inum]);
+	mi->oldinum = *mi->inum;
+    }
+}
+
+
+
+void
+STlib_initBinIcon
+( st_binicon_t*		b,
+  int			x,
+  int			y,
+  patch_t*		i,
+  boolean*		val,
+  boolean*		on )
+{
+    b->x	= x;
+    b->y	= y;
+    b->oldval	= 0;
+    b->val	= val;
+    b->on	= on;
+    b->p	= i;
+}
+
+
+
+void
+STlib_updateBinIcon
+( st_binicon_t*		bi,
+  boolean		refresh )
+{
+    int			x;
+    int			y;
+    int			w;
+    int			h;
+
+    if (*bi->on
+	&& (bi->oldval != *bi->val || refresh))
+    {
+	x = bi->x - SHORT(bi->p->leftoffset);
+	y = bi->y - SHORT(bi->p->topoffset);
+	w = SHORT(bi->p->width);
+	h = SHORT(bi->p->height);
+
+	if (y - ST_Y < 0)
+	    I_Error("updateBinIcon: y - ST_Y < 0");
+
+	if (*bi->val)
+	    V_DrawPatch(bi->x, bi->y, FG, bi->p);
+	else
+	    V_CopyRect(x, y-ST_Y, BG, w, h, x, y, FG);
+
+	bi->oldval = *bi->val;
+    }
+
+}
+
--- /dev/null
+++ b/src/st_lib.h
@@ -1,0 +1,229 @@
+// Emacs style mode select   -*- C++ -*- 
+//-----------------------------------------------------------------------------
+//
+// $Id: st_lib.h 4 2005-07-23 16:19:41Z fraggle $
+//
+// Copyright (C) 1993-1996 by id Software, Inc.
+//
+// This source is available for distribution and/or modification
+// only under the terms of the DOOM Source Code License as
+// published by id Software. All rights reserved.
+//
+// The source is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
+// for more details.
+//
+// DESCRIPTION:
+// 	The status bar widget code.
+//
+//-----------------------------------------------------------------------------
+
+#ifndef __STLIB__
+#define __STLIB__
+
+
+// We are referring to patches.
+#include "r_defs.h"
+
+
+//
+// Background and foreground screen numbers
+//
+#define BG 4
+#define FG 0
+
+
+
+//
+// Typedefs of widgets
+//
+
+// Number widget
+
+typedef struct
+{
+    // upper right-hand corner
+    //  of the number (right-justified)
+    int		x;
+    int		y;
+
+    // max # of digits in number
+    int width;    
+
+    // last number value
+    int		oldnum;
+    
+    // pointer to current value
+    int*	num;
+
+    // pointer to boolean stating
+    //  whether to update number
+    boolean*	on;
+
+    // list of patches for 0-9
+    patch_t**	p;
+
+    // user data
+    int data;
+    
+} st_number_t;
+
+
+
+// Percent widget ("child" of number widget,
+//  or, more precisely, contains a number widget.)
+typedef struct
+{
+    // number information
+    st_number_t		n;
+
+    // percent sign graphic
+    patch_t*		p;
+    
+} st_percent_t;
+
+
+
+// Multiple Icon widget
+typedef struct
+{
+     // center-justified location of icons
+    int			x;
+    int			y;
+
+    // last icon number
+    int			oldinum;
+
+    // pointer to current icon
+    int*		inum;
+
+    // pointer to boolean stating
+    //  whether to update icon
+    boolean*		on;
+
+    // list of icons
+    patch_t**		p;
+    
+    // user data
+    int			data;
+    
+} st_multicon_t;
+
+
+
+
+// Binary Icon widget
+
+typedef struct
+{
+    // center-justified location of icon
+    int			x;
+    int			y;
+
+    // last icon value
+    int			oldval;
+
+    // pointer to current icon status
+    boolean*		val;
+
+    // pointer to boolean
+    //  stating whether to update icon
+    boolean*		on;  
+
+
+    patch_t*		p;	// icon
+    int			data;   // user data
+    
+} st_binicon_t;
+
+
+
+//
+// Widget creation, access, and update routines
+//
+
+// Initializes widget library.
+// More precisely, initialize STMINUS,
+//  everything else is done somewhere else.
+//
+void STlib_init(void);
+
+
+
+// Number widget routines
+void
+STlib_initNum
+( st_number_t*		n,
+  int			x,
+  int			y,
+  patch_t**		pl,
+  int*			num,
+  boolean*		on,
+  int			width );
+
+void
+STlib_updateNum
+( st_number_t*		n,
+  boolean		refresh );
+
+
+// Percent widget routines
+void
+STlib_initPercent
+( st_percent_t*		p,
+  int			x,
+  int			y,
+  patch_t**		pl,
+  int*			num,
+  boolean*		on,
+  patch_t*		percent );
+
+
+void
+STlib_updatePercent
+( st_percent_t*		per,
+  int			refresh );
+
+
+// Multiple Icon widget routines
+void
+STlib_initMultIcon
+( st_multicon_t*	mi,
+  int			x,
+  int			y,
+  patch_t**		il,
+  int*			inum,
+  boolean*		on );
+
+
+void
+STlib_updateMultIcon
+( st_multicon_t*	mi,
+  boolean		refresh );
+
+// Binary Icon widget routines
+
+void
+STlib_initBinIcon
+( st_binicon_t*		b,
+  int			x,
+  int			y,
+  patch_t*		i,
+  boolean*		val,
+  boolean*		on );
+
+void
+STlib_updateBinIcon
+( st_binicon_t*		bi,
+  boolean		refresh );
+
+#endif
+//-----------------------------------------------------------------------------
+//
+// $Log$
+// Revision 1.1  2005/07/23 16:20:31  fraggle
+// Initial revision
+//
+//
+//-----------------------------------------------------------------------------
--- /dev/null
+++ b/src/st_stuff.c
@@ -1,0 +1,1474 @@
+// Emacs style mode select   -*- C++ -*- 
+//-----------------------------------------------------------------------------
+//
+// $Id: st_stuff.c 4 2005-07-23 16:19:41Z fraggle $
+//
+// Copyright (C) 1993-1996 by id Software, Inc.
+//
+// This source is available for distribution and/or modification
+// only under the terms of the DOOM Source Code License as
+// published by id Software. All rights reserved.
+//
+// The source is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
+// for more details.
+//
+// $Log$
+// Revision 1.1  2005/07/23 16:20:07  fraggle
+// Initial revision
+//
+//
+// DESCRIPTION:
+//	Status bar code.
+//	Does the face/direction indicator animatin.
+//	Does palette indicators as well (red pain/berserk, bright pickup)
+//
+//-----------------------------------------------------------------------------
+
+static const char
+rcsid[] = "$Id: st_stuff.c 4 2005-07-23 16:19:41Z fraggle $";
+
+
+#include <stdio.h>
+
+#include "i_system.h"
+#include "i_video.h"
+#include "z_zone.h"
+#include "m_random.h"
+#include "w_wad.h"
+
+#include "doomdef.h"
+
+#include "g_game.h"
+
+#include "st_stuff.h"
+#include "st_lib.h"
+#include "r_local.h"
+
+#include "p_local.h"
+#include "p_inter.h"
+
+#include "am_map.h"
+#include "m_cheat.h"
+
+#include "s_sound.h"
+
+// Needs access to LFB.
+#include "v_video.h"
+
+// State.
+#include "doomstat.h"
+
+// Data.
+#include "dstrings.h"
+#include "sounds.h"
+
+//
+// STATUS BAR DATA
+//
+
+
+// Palette indices.
+// For damage/bonus red-/gold-shifts
+#define STARTREDPALS		1
+#define STARTBONUSPALS		9
+#define NUMREDPALS			8
+#define NUMBONUSPALS		4
+// Radiation suit, green shift.
+#define RADIATIONPAL		13
+
+// N/256*100% probability
+//  that the normal face state will change
+#define ST_FACEPROBABILITY		96
+
+// For Responder
+#define ST_TOGGLECHAT		KEY_ENTER
+
+// Location of status bar
+#define ST_X				0
+#define ST_X2				104
+
+#define ST_FX  			143
+#define ST_FY  			169
+
+// Should be set to patch width
+//  for tall numbers later on
+#define ST_TALLNUMWIDTH		(tallnum[0]->width)
+
+// Number of status faces.
+#define ST_NUMPAINFACES		5
+#define ST_NUMSTRAIGHTFACES	3
+#define ST_NUMTURNFACES		2
+#define ST_NUMSPECIALFACES		3
+
+#define ST_FACESTRIDE \
+          (ST_NUMSTRAIGHTFACES+ST_NUMTURNFACES+ST_NUMSPECIALFACES)
+
+#define ST_NUMEXTRAFACES		2
+
+#define ST_NUMFACES \
+          (ST_FACESTRIDE*ST_NUMPAINFACES+ST_NUMEXTRAFACES)
+
+#define ST_TURNOFFSET		(ST_NUMSTRAIGHTFACES)
+#define ST_OUCHOFFSET		(ST_TURNOFFSET + ST_NUMTURNFACES)
+#define ST_EVILGRINOFFSET		(ST_OUCHOFFSET + 1)
+#define ST_RAMPAGEOFFSET		(ST_EVILGRINOFFSET + 1)
+#define ST_GODFACE			(ST_NUMPAINFACES*ST_FACESTRIDE)
+#define ST_DEADFACE			(ST_GODFACE+1)
+
+#define ST_FACESX			143
+#define ST_FACESY			168
+
+#define ST_EVILGRINCOUNT		(2*TICRATE)
+#define ST_STRAIGHTFACECOUNT	(TICRATE/2)
+#define ST_TURNCOUNT		(1*TICRATE)
+#define ST_OUCHCOUNT		(1*TICRATE)
+#define ST_RAMPAGEDELAY		(2*TICRATE)
+
+#define ST_MUCHPAIN			20
+
+
+// Location and size of statistics,
+//  justified according to widget type.
+// Problem is, within which space? STbar? Screen?
+// Note: this could be read in by a lump.
+//       Problem is, is the stuff rendered
+//       into a buffer,
+//       or into the frame buffer?
+
+// AMMO number pos.
+#define ST_AMMOWIDTH		3	
+#define ST_AMMOX			44
+#define ST_AMMOY			171
+
+// HEALTH number pos.
+#define ST_HEALTHWIDTH		3	
+#define ST_HEALTHX			90
+#define ST_HEALTHY			171
+
+// Weapon pos.
+#define ST_ARMSX			111
+#define ST_ARMSY			172
+#define ST_ARMSBGX			104
+#define ST_ARMSBGY			168
+#define ST_ARMSXSPACE		12
+#define ST_ARMSYSPACE		10
+
+// Frags pos.
+#define ST_FRAGSX			138
+#define ST_FRAGSY			171	
+#define ST_FRAGSWIDTH		2
+
+// ARMOR number pos.
+#define ST_ARMORWIDTH		3
+#define ST_ARMORX			221
+#define ST_ARMORY			171
+
+// Key icon positions.
+#define ST_KEY0WIDTH		8
+#define ST_KEY0HEIGHT		5
+#define ST_KEY0X			239
+#define ST_KEY0Y			171
+#define ST_KEY1WIDTH		ST_KEY0WIDTH
+#define ST_KEY1X			239
+#define ST_KEY1Y			181
+#define ST_KEY2WIDTH		ST_KEY0WIDTH
+#define ST_KEY2X			239
+#define ST_KEY2Y			191
+
+// Ammunition counter.
+#define ST_AMMO0WIDTH		3
+#define ST_AMMO0HEIGHT		6
+#define ST_AMMO0X			288
+#define ST_AMMO0Y			173
+#define ST_AMMO1WIDTH		ST_AMMO0WIDTH
+#define ST_AMMO1X			288
+#define ST_AMMO1Y			179
+#define ST_AMMO2WIDTH		ST_AMMO0WIDTH
+#define ST_AMMO2X			288
+#define ST_AMMO2Y			191
+#define ST_AMMO3WIDTH		ST_AMMO0WIDTH
+#define ST_AMMO3X			288
+#define ST_AMMO3Y			185
+
+// Indicate maximum ammunition.
+// Only needed because backpack exists.
+#define ST_MAXAMMO0WIDTH		3
+#define ST_MAXAMMO0HEIGHT		5
+#define ST_MAXAMMO0X		314
+#define ST_MAXAMMO0Y		173
+#define ST_MAXAMMO1WIDTH		ST_MAXAMMO0WIDTH
+#define ST_MAXAMMO1X		314
+#define ST_MAXAMMO1Y		179
+#define ST_MAXAMMO2WIDTH		ST_MAXAMMO0WIDTH
+#define ST_MAXAMMO2X		314
+#define ST_MAXAMMO2Y		191
+#define ST_MAXAMMO3WIDTH		ST_MAXAMMO0WIDTH
+#define ST_MAXAMMO3X		314
+#define ST_MAXAMMO3Y		185
+
+// pistol
+#define ST_WEAPON0X			110 
+#define ST_WEAPON0Y			172
+
+// shotgun
+#define ST_WEAPON1X			122 
+#define ST_WEAPON1Y			172
+
+// chain gun
+#define ST_WEAPON2X			134 
+#define ST_WEAPON2Y			172
+
+// missile launcher
+#define ST_WEAPON3X			110 
+#define ST_WEAPON3Y			181
+
+// plasma gun
+#define ST_WEAPON4X			122 
+#define ST_WEAPON4Y			181
+
+ // bfg
+#define ST_WEAPON5X			134
+#define ST_WEAPON5Y			181
+
+// WPNS title
+#define ST_WPNSX			109 
+#define ST_WPNSY			191
+
+ // DETH title
+#define ST_DETHX			109
+#define ST_DETHY			191
+
+//Incoming messages window location
+//UNUSED
+// #define ST_MSGTEXTX	   (viewwindowx)
+// #define ST_MSGTEXTY	   (viewwindowy+viewheight-18)
+#define ST_MSGTEXTX			0
+#define ST_MSGTEXTY			0
+// Dimensions given in characters.
+#define ST_MSGWIDTH			52
+// Or shall I say, in lines?
+#define ST_MSGHEIGHT		1
+
+#define ST_OUTTEXTX			0
+#define ST_OUTTEXTY			6
+
+// Width, in characters again.
+#define ST_OUTWIDTH			52 
+ // Height, in lines. 
+#define ST_OUTHEIGHT		1
+
+#define ST_MAPWIDTH	\
+    (strlen(mapnames[(gameepisode-1)*9+(gamemap-1)]))
+
+#define ST_MAPTITLEX \
+    (SCREENWIDTH - ST_MAPWIDTH * ST_CHATFONTWIDTH)
+
+#define ST_MAPTITLEY		0
+#define ST_MAPHEIGHT		1
+
+	    
+// main player in game
+static player_t*	plyr; 
+
+// ST_Start() has just been called
+static boolean		st_firsttime;
+
+// used to execute ST_Init() only once
+static int		veryfirsttime = 1;
+
+// lump number for PLAYPAL
+static int		lu_palette;
+
+// used for timing
+static unsigned int	st_clock;
+
+// used for making messages go away
+static int		st_msgcounter=0;
+
+// used when in chat 
+static st_chatstateenum_t	st_chatstate;
+
+// whether in automap or first-person
+static st_stateenum_t	st_gamestate;
+
+// whether left-side main status bar is active
+static boolean		st_statusbaron;
+
+// whether status bar chat is active
+static boolean		st_chat;
+
+// value of st_chat before message popped up
+static boolean		st_oldchat;
+
+// whether chat window has the cursor on
+static boolean		st_cursoron;
+
+// !deathmatch
+static boolean		st_notdeathmatch; 
+
+// !deathmatch && st_statusbaron
+static boolean		st_armson;
+
+// !deathmatch
+static boolean		st_fragson; 
+
+// main bar left
+static patch_t*		sbar;
+
+// 0-9, tall numbers
+static patch_t*		tallnum[10];
+
+// tall % sign
+static patch_t*		tallpercent;
+
+// 0-9, short, yellow (,different!) numbers
+static patch_t*		shortnum[10];
+
+// 3 key-cards, 3 skulls
+static patch_t*		keys[NUMCARDS]; 
+
+// face status patches
+static patch_t*		faces[ST_NUMFACES];
+
+// face background
+static patch_t*		faceback;
+
+ // main bar right
+static patch_t*		armsbg;
+
+// weapon ownership patches
+static patch_t*		arms[6][2]; 
+
+// ready-weapon widget
+static st_number_t	w_ready;
+
+ // in deathmatch only, summary of frags stats
+static st_number_t	w_frags;
+
+// health widget
+static st_percent_t	w_health;
+
+// arms background
+static st_binicon_t	w_armsbg; 
+
+
+// weapon ownership widgets
+static st_multicon_t	w_arms[6];
+
+// face status widget
+static st_multicon_t	w_faces; 
+
+// keycard widgets
+static st_multicon_t	w_keyboxes[3];
+
+// armor widget
+static st_percent_t	w_armor;
+
+// ammo widgets
+static st_number_t	w_ammo[4];
+
+// max ammo widgets
+static st_number_t	w_maxammo[4]; 
+
+
+
+ // number of frags so far in deathmatch
+static int	st_fragscount;
+
+// used to use appopriately pained face
+static int	st_oldhealth = -1;
+
+// used for evil grin
+static boolean	oldweaponsowned[NUMWEAPONS]; 
+
+ // count until face changes
+static int	st_facecount = 0;
+
+// current face index, used by w_faces
+static int	st_faceindex = 0;
+
+// holds key-type for each key box on bar
+static int	keyboxes[3]; 
+
+// a random number per tick
+static int	st_randomnumber;  
+
+
+
+// Massive bunches of cheat shit
+//  to keep it from being easy to figure them out.
+// Yeah, right...
+unsigned char	cheat_mus_seq[] =
+{
+    0xb2, 0x26, 0xb6, 0xae, 0xea, 1, 0, 0, 0xff
+};
+
+unsigned char	cheat_choppers_seq[] =
+{
+    0xb2, 0x26, 0xe2, 0x32, 0xf6, 0x2a, 0x2a, 0xa6, 0x6a, 0xea, 0xff // id...
+};
+
+unsigned char	cheat_god_seq[] =
+{
+    0xb2, 0x26, 0x26, 0xaa, 0x26, 0xff  // iddqd
+};
+
+unsigned char	cheat_ammo_seq[] =
+{
+    0xb2, 0x26, 0xf2, 0x66, 0xa2, 0xff	// idkfa
+};
+
+unsigned char	cheat_ammonokey_seq[] =
+{
+    0xb2, 0x26, 0x66, 0xa2, 0xff	// idfa
+};
+
+
+// Smashing Pumpkins Into Samml Piles Of Putried Debris. 
+unsigned char	cheat_noclip_seq[] =
+{
+    0xb2, 0x26, 0xea, 0x2a, 0xb2,	// idspispopd
+    0xea, 0x2a, 0xf6, 0x2a, 0x26, 0xff
+};
+
+//
+unsigned char	cheat_commercial_noclip_seq[] =
+{
+    0xb2, 0x26, 0xe2, 0x36, 0xb2, 0x2a, 0xff	// idclip
+}; 
+
+
+
+unsigned char	cheat_powerup_seq[7][10] =
+{
+    { 0xb2, 0x26, 0x62, 0xa6, 0x32, 0xf6, 0x36, 0x26, 0x6e, 0xff }, 	// beholdv
+    { 0xb2, 0x26, 0x62, 0xa6, 0x32, 0xf6, 0x36, 0x26, 0xea, 0xff }, 	// beholds
+    { 0xb2, 0x26, 0x62, 0xa6, 0x32, 0xf6, 0x36, 0x26, 0xb2, 0xff }, 	// beholdi
+    { 0xb2, 0x26, 0x62, 0xa6, 0x32, 0xf6, 0x36, 0x26, 0x6a, 0xff }, 	// beholdr
+    { 0xb2, 0x26, 0x62, 0xa6, 0x32, 0xf6, 0x36, 0x26, 0xa2, 0xff }, 	// beholda
+    { 0xb2, 0x26, 0x62, 0xa6, 0x32, 0xf6, 0x36, 0x26, 0x36, 0xff }, 	// beholdl
+    { 0xb2, 0x26, 0x62, 0xa6, 0x32, 0xf6, 0x36, 0x26, 0xff }		// behold
+};
+
+
+unsigned char	cheat_clev_seq[] =
+{
+    0xb2, 0x26,  0xe2, 0x36, 0xa6, 0x6e, 1, 0, 0, 0xff	// idclev
+};
+
+
+// my position cheat
+unsigned char	cheat_mypos_seq[] =
+{
+    0xb2, 0x26, 0xb6, 0xba, 0x2a, 0xf6, 0xea, 0xff	// idmypos
+}; 
+
+
+// Now what?
+cheatseq_t	cheat_mus = { cheat_mus_seq, 0 };
+cheatseq_t	cheat_god = { cheat_god_seq, 0 };
+cheatseq_t	cheat_ammo = { cheat_ammo_seq, 0 };
+cheatseq_t	cheat_ammonokey = { cheat_ammonokey_seq, 0 };
+cheatseq_t	cheat_noclip = { cheat_noclip_seq, 0 };
+cheatseq_t	cheat_commercial_noclip = { cheat_commercial_noclip_seq, 0 };
+
+cheatseq_t	cheat_powerup[7] =
+{
+    { cheat_powerup_seq[0], 0 },
+    { cheat_powerup_seq[1], 0 },
+    { cheat_powerup_seq[2], 0 },
+    { cheat_powerup_seq[3], 0 },
+    { cheat_powerup_seq[4], 0 },
+    { cheat_powerup_seq[5], 0 },
+    { cheat_powerup_seq[6], 0 }
+};
+
+cheatseq_t	cheat_choppers = { cheat_choppers_seq, 0 };
+cheatseq_t	cheat_clev = { cheat_clev_seq, 0 };
+cheatseq_t	cheat_mypos = { cheat_mypos_seq, 0 };
+
+
+// 
+extern char*	mapnames[];
+
+
+//
+// STATUS BAR CODE
+//
+void ST_Stop(void);
+
+void ST_refreshBackground(void)
+{
+
+    if (st_statusbaron)
+    {
+	V_DrawPatch(ST_X, 0, BG, sbar);
+
+	if (netgame)
+	    V_DrawPatch(ST_FX, 0, BG, faceback);
+
+	V_CopyRect(ST_X, 0, BG, ST_WIDTH, ST_HEIGHT, ST_X, ST_Y, FG);
+    }
+
+}
+
+
+// Respond to keyboard input events,
+//  intercept cheats.
+boolean
+ST_Responder (event_t* ev)
+{
+  int		i;
+    
+  // Filter automap on/off.
+  if (ev->type == ev_keyup
+      && ((ev->data1 & 0xffff0000) == AM_MSGHEADER))
+  {
+    switch(ev->data1)
+    {
+      case AM_MSGENTERED:
+	st_gamestate = AutomapState;
+	st_firsttime = true;
+	break;
+	
+      case AM_MSGEXITED:
+	//	fprintf(stderr, "AM exited\n");
+	st_gamestate = FirstPersonState;
+	break;
+    }
+  }
+
+  // if a user keypress...
+  else if (ev->type == ev_keydown)
+  {
+    if (!netgame)
+    {
+      // b. - enabled for more debug fun.
+      // if (gameskill != sk_nightmare) {
+      
+      // 'dqd' cheat for toggleable god mode
+      if (cht_CheckCheat(&cheat_god, ev->data1))
+      {
+	plyr->cheats ^= CF_GODMODE;
+	if (plyr->cheats & CF_GODMODE)
+	{
+	  if (plyr->mo)
+	    plyr->mo->health = 100;
+	  
+	  plyr->health = 100;
+	  plyr->message = STSTR_DQDON;
+	}
+	else 
+	  plyr->message = STSTR_DQDOFF;
+      }
+      // 'fa' cheat for killer fucking arsenal
+      else if (cht_CheckCheat(&cheat_ammonokey, ev->data1))
+      {
+	plyr->armorpoints = 200;
+	plyr->armortype = 2;
+	
+	for (i=0;i<NUMWEAPONS;i++)
+	  plyr->weaponowned[i] = true;
+	
+	for (i=0;i<NUMAMMO;i++)
+	  plyr->ammo[i] = plyr->maxammo[i];
+	
+	plyr->message = STSTR_FAADDED;
+      }
+      // 'kfa' cheat for key full ammo
+      else if (cht_CheckCheat(&cheat_ammo, ev->data1))
+      {
+	plyr->armorpoints = 200;
+	plyr->armortype = 2;
+	
+	for (i=0;i<NUMWEAPONS;i++)
+	  plyr->weaponowned[i] = true;
+	
+	for (i=0;i<NUMAMMO;i++)
+	  plyr->ammo[i] = plyr->maxammo[i];
+	
+	for (i=0;i<NUMCARDS;i++)
+	  plyr->cards[i] = true;
+	
+	plyr->message = STSTR_KFAADDED;
+      }
+      // 'mus' cheat for changing music
+      else if (cht_CheckCheat(&cheat_mus, ev->data1))
+      {
+	
+	char	buf[3];
+	int		musnum;
+	
+	plyr->message = STSTR_MUS;
+	cht_GetParam(&cheat_mus, buf);
+	
+	if (gamemode == commercial)
+	{
+	  musnum = mus_runnin + (buf[0]-'0')*10 + buf[1]-'0' - 1;
+	  
+	  if (((buf[0]-'0')*10 + buf[1]-'0') > 35)
+	    plyr->message = STSTR_NOMUS;
+	  else
+	    S_ChangeMusic(musnum, 1);
+	}
+	else
+	{
+	  musnum = mus_e1m1 + (buf[0]-'1')*9 + (buf[1]-'1');
+	  
+	  if (((buf[0]-'1')*9 + buf[1]-'1') > 31)
+	    plyr->message = STSTR_NOMUS;
+	  else
+	    S_ChangeMusic(musnum, 1);
+	}
+      }
+      // Simplified, accepting both "noclip" and "idspispopd".
+      // no clipping mode cheat
+      else if ( cht_CheckCheat(&cheat_noclip, ev->data1) 
+		|| cht_CheckCheat(&cheat_commercial_noclip,ev->data1) )
+      {	
+	plyr->cheats ^= CF_NOCLIP;
+	
+	if (plyr->cheats & CF_NOCLIP)
+	  plyr->message = STSTR_NCON;
+	else
+	  plyr->message = STSTR_NCOFF;
+      }
+      // 'behold?' power-up cheats
+      for (i=0;i<6;i++)
+      {
+	if (cht_CheckCheat(&cheat_powerup[i], ev->data1))
+	{
+	  if (!plyr->powers[i])
+	    P_GivePower( plyr, i);
+	  else if (i!=pw_strength)
+	    plyr->powers[i] = 1;
+	  else
+	    plyr->powers[i] = 0;
+	  
+	  plyr->message = STSTR_BEHOLDX;
+	}
+      }
+      
+      // 'behold' power-up menu
+      if (cht_CheckCheat(&cheat_powerup[6], ev->data1))
+      {
+	plyr->message = STSTR_BEHOLD;
+      }
+      // 'choppers' invulnerability & chainsaw
+      else if (cht_CheckCheat(&cheat_choppers, ev->data1))
+      {
+	plyr->weaponowned[wp_chainsaw] = true;
+	plyr->powers[pw_invulnerability] = true;
+	plyr->message = STSTR_CHOPPERS;
+      }
+      // 'mypos' for player position
+      else if (cht_CheckCheat(&cheat_mypos, ev->data1))
+      {
+	static char	buf[ST_MSGWIDTH];
+	sprintf(buf, "ang=0x%x;x,y=(0x%x,0x%x)",
+		players[consoleplayer].mo->angle,
+		players[consoleplayer].mo->x,
+		players[consoleplayer].mo->y);
+	plyr->message = buf;
+      }
+    }
+    
+    // 'clev' change-level cheat
+    if (cht_CheckCheat(&cheat_clev, ev->data1))
+    {
+      char		buf[3];
+      int		epsd;
+      int		map;
+      
+      cht_GetParam(&cheat_clev, buf);
+      
+      if (gamemode == commercial)
+      {
+	epsd = 0;
+	map = (buf[0] - '0')*10 + buf[1] - '0';
+      }
+      else
+      {
+	epsd = buf[0] - '0';
+	map = buf[1] - '0';
+      }
+
+      // Catch invalid maps.
+      if (epsd < 1)
+	return false;
+
+      if (map < 1)
+	return false;
+      
+      // Ohmygod - this is not going to work.
+      if ((gamemode == retail)
+	  && ((epsd > 4) || (map > 9)))
+	return false;
+
+      if ((gamemode == registered)
+	  && ((epsd > 3) || (map > 9)))
+	return false;
+
+      if ((gamemode == shareware)
+	  && ((epsd > 1) || (map > 9)))
+	return false;
+
+      if ((gamemode == commercial)
+	&& (( epsd > 1) || (map > 34)))
+	return false;
+
+      // So be it.
+      plyr->message = STSTR_CLEV;
+      G_DeferedInitNew(gameskill, epsd, map);
+    }    
+  }
+  return false;
+}
+
+
+
+int ST_calcPainOffset(void)
+{
+    int		health;
+    static int	lastcalc;
+    static int	oldhealth = -1;
+    
+    health = plyr->health > 100 ? 100 : plyr->health;
+
+    if (health != oldhealth)
+    {
+	lastcalc = ST_FACESTRIDE * (((100 - health) * ST_NUMPAINFACES) / 101);
+	oldhealth = health;
+    }
+    return lastcalc;
+}
+
+
+//
+// This is a not-very-pretty routine which handles
+//  the face states and their timing.
+// the precedence of expressions is:
+//  dead > evil grin > turned head > straight ahead
+//
+void ST_updateFaceWidget(void)
+{
+    int		i;
+    angle_t	badguyangle;
+    angle_t	diffang;
+    static int	lastattackdown = -1;
+    static int	priority = 0;
+    boolean	doevilgrin;
+
+    if (priority < 10)
+    {
+	// dead
+	if (!plyr->health)
+	{
+	    priority = 9;
+	    st_faceindex = ST_DEADFACE;
+	    st_facecount = 1;
+	}
+    }
+
+    if (priority < 9)
+    {
+	if (plyr->bonuscount)
+	{
+	    // picking up bonus
+	    doevilgrin = false;
+
+	    for (i=0;i<NUMWEAPONS;i++)
+	    {
+		if (oldweaponsowned[i] != plyr->weaponowned[i])
+		{
+		    doevilgrin = true;
+		    oldweaponsowned[i] = plyr->weaponowned[i];
+		}
+	    }
+	    if (doevilgrin) 
+	    {
+		// evil grin if just picked up weapon
+		priority = 8;
+		st_facecount = ST_EVILGRINCOUNT;
+		st_faceindex = ST_calcPainOffset() + ST_EVILGRINOFFSET;
+	    }
+	}
+
+    }
+  
+    if (priority < 8)
+    {
+	if (plyr->damagecount
+	    && plyr->attacker
+	    && plyr->attacker != plyr->mo)
+	{
+	    // being attacked
+	    priority = 7;
+	    
+	    if (plyr->health - st_oldhealth > ST_MUCHPAIN)
+	    {
+		st_facecount = ST_TURNCOUNT;
+		st_faceindex = ST_calcPainOffset() + ST_OUCHOFFSET;
+	    }
+	    else
+	    {
+		badguyangle = R_PointToAngle2(plyr->mo->x,
+					      plyr->mo->y,
+					      plyr->attacker->x,
+					      plyr->attacker->y);
+		
+		if (badguyangle > plyr->mo->angle)
+		{
+		    // whether right or left
+		    diffang = badguyangle - plyr->mo->angle;
+		    i = diffang > ANG180; 
+		}
+		else
+		{
+		    // whether left or right
+		    diffang = plyr->mo->angle - badguyangle;
+		    i = diffang <= ANG180; 
+		} // confusing, aint it?
+
+		
+		st_facecount = ST_TURNCOUNT;
+		st_faceindex = ST_calcPainOffset();
+		
+		if (diffang < ANG45)
+		{
+		    // head-on    
+		    st_faceindex += ST_RAMPAGEOFFSET;
+		}
+		else if (i)
+		{
+		    // turn face right
+		    st_faceindex += ST_TURNOFFSET;
+		}
+		else
+		{
+		    // turn face left
+		    st_faceindex += ST_TURNOFFSET+1;
+		}
+	    }
+	}
+    }
+  
+    if (priority < 7)
+    {
+	// getting hurt because of your own damn stupidity
+	if (plyr->damagecount)
+	{
+	    if (plyr->health - st_oldhealth > ST_MUCHPAIN)
+	    {
+		priority = 7;
+		st_facecount = ST_TURNCOUNT;
+		st_faceindex = ST_calcPainOffset() + ST_OUCHOFFSET;
+	    }
+	    else
+	    {
+		priority = 6;
+		st_facecount = ST_TURNCOUNT;
+		st_faceindex = ST_calcPainOffset() + ST_RAMPAGEOFFSET;
+	    }
+
+	}
+
+    }
+  
+    if (priority < 6)
+    {
+	// rapid firing
+	if (plyr->attackdown)
+	{
+	    if (lastattackdown==-1)
+		lastattackdown = ST_RAMPAGEDELAY;
+	    else if (!--lastattackdown)
+	    {
+		priority = 5;
+		st_faceindex = ST_calcPainOffset() + ST_RAMPAGEOFFSET;
+		st_facecount = 1;
+		lastattackdown = 1;
+	    }
+	}
+	else
+	    lastattackdown = -1;
+
+    }
+  
+    if (priority < 5)
+    {
+	// invulnerability
+	if ((plyr->cheats & CF_GODMODE)
+	    || plyr->powers[pw_invulnerability])
+	{
+	    priority = 4;
+
+	    st_faceindex = ST_GODFACE;
+	    st_facecount = 1;
+
+	}
+
+    }
+
+    // look left or look right if the facecount has timed out
+    if (!st_facecount)
+    {
+	st_faceindex = ST_calcPainOffset() + (st_randomnumber % 3);
+	st_facecount = ST_STRAIGHTFACECOUNT;
+	priority = 0;
+    }
+
+    st_facecount--;
+
+}
+
+void ST_updateWidgets(void)
+{
+    static int	largeammo = 1994; // means "n/a"
+    int		i;
+
+    // must redirect the pointer if the ready weapon has changed.
+    //  if (w_ready.data != plyr->readyweapon)
+    //  {
+    if (weaponinfo[plyr->readyweapon].ammo == am_noammo)
+	w_ready.num = &largeammo;
+    else
+	w_ready.num = &plyr->ammo[weaponinfo[plyr->readyweapon].ammo];
+    //{
+    // static int tic=0;
+    // static int dir=-1;
+    // if (!(tic&15))
+    //   plyr->ammo[weaponinfo[plyr->readyweapon].ammo]+=dir;
+    // if (plyr->ammo[weaponinfo[plyr->readyweapon].ammo] == -100)
+    //   dir = 1;
+    // tic++;
+    // }
+    w_ready.data = plyr->readyweapon;
+
+    // if (*w_ready.on)
+    //  STlib_updateNum(&w_ready, true);
+    // refresh weapon change
+    //  }
+
+    // update keycard multiple widgets
+    for (i=0;i<3;i++)
+    {
+	keyboxes[i] = plyr->cards[i] ? i : -1;
+
+	if (plyr->cards[i+3])
+	    keyboxes[i] = i+3;
+    }
+
+    // refresh everything if this is him coming back to life
+    ST_updateFaceWidget();
+
+    // used by the w_armsbg widget
+    st_notdeathmatch = !deathmatch;
+    
+    // used by w_arms[] widgets
+    st_armson = st_statusbaron && !deathmatch; 
+
+    // used by w_frags widget
+    st_fragson = deathmatch && st_statusbaron; 
+    st_fragscount = 0;
+
+    for (i=0 ; i<MAXPLAYERS ; i++)
+    {
+	if (i != consoleplayer)
+	    st_fragscount += plyr->frags[i];
+	else
+	    st_fragscount -= plyr->frags[i];
+    }
+
+    // get rid of chat window if up because of message
+    if (!--st_msgcounter)
+	st_chat = st_oldchat;
+
+}
+
+void ST_Ticker (void)
+{
+
+    st_clock++;
+    st_randomnumber = M_Random();
+    ST_updateWidgets();
+    st_oldhealth = plyr->health;
+
+}
+
+static int st_palette = 0;
+
+void ST_doPaletteStuff(void)
+{
+
+    int		palette;
+    byte*	pal;
+    int		cnt;
+    int		bzc;
+
+    cnt = plyr->damagecount;
+
+    if (plyr->powers[pw_strength])
+    {
+	// slowly fade the berzerk out
+  	bzc = 12 - (plyr->powers[pw_strength]>>6);
+
+	if (bzc > cnt)
+	    cnt = bzc;
+    }
+	
+    if (cnt)
+    {
+	palette = (cnt+7)>>3;
+	
+	if (palette >= NUMREDPALS)
+	    palette = NUMREDPALS-1;
+
+	palette += STARTREDPALS;
+    }
+
+    else if (plyr->bonuscount)
+    {
+	palette = (plyr->bonuscount+7)>>3;
+
+	if (palette >= NUMBONUSPALS)
+	    palette = NUMBONUSPALS-1;
+
+	palette += STARTBONUSPALS;
+    }
+
+    else if ( plyr->powers[pw_ironfeet] > 4*32
+	      || plyr->powers[pw_ironfeet]&8)
+	palette = RADIATIONPAL;
+    else
+	palette = 0;
+
+    if (palette != st_palette)
+    {
+	st_palette = palette;
+	pal = (byte *) W_CacheLumpNum (lu_palette, PU_CACHE)+palette*768;
+	I_SetPalette (pal);
+    }
+
+}
+
+void ST_drawWidgets(boolean refresh)
+{
+    int		i;
+
+    // used by w_arms[] widgets
+    st_armson = st_statusbaron && !deathmatch;
+
+    // used by w_frags widget
+    st_fragson = deathmatch && st_statusbaron; 
+
+    STlib_updateNum(&w_ready, refresh);
+
+    for (i=0;i<4;i++)
+    {
+	STlib_updateNum(&w_ammo[i], refresh);
+	STlib_updateNum(&w_maxammo[i], refresh);
+    }
+
+    STlib_updatePercent(&w_health, refresh);
+    STlib_updatePercent(&w_armor, refresh);
+
+    STlib_updateBinIcon(&w_armsbg, refresh);
+
+    for (i=0;i<6;i++)
+	STlib_updateMultIcon(&w_arms[i], refresh);
+
+    STlib_updateMultIcon(&w_faces, refresh);
+
+    for (i=0;i<3;i++)
+	STlib_updateMultIcon(&w_keyboxes[i], refresh);
+
+    STlib_updateNum(&w_frags, refresh);
+
+}
+
+void ST_doRefresh(void)
+{
+
+    st_firsttime = false;
+
+    // draw status bar background to off-screen buff
+    ST_refreshBackground();
+
+    // and refresh all widgets
+    ST_drawWidgets(true);
+
+}
+
+void ST_diffDraw(void)
+{
+    // update all widgets
+    ST_drawWidgets(false);
+}
+
+void ST_Drawer (boolean fullscreen, boolean refresh)
+{
+  
+    st_statusbaron = (!fullscreen) || automapactive;
+    st_firsttime = st_firsttime || refresh;
+
+    // Do red-/gold-shifts from damage/items
+    ST_doPaletteStuff();
+
+    // If just after ST_Start(), refresh all
+    if (st_firsttime) ST_doRefresh();
+    // Otherwise, update as little as possible
+    else ST_diffDraw();
+
+}
+
+void ST_loadGraphics(void)
+{
+
+    int		i;
+    int		j;
+    int		facenum;
+    
+    char	namebuf[9];
+
+    // Load the numbers, tall and short
+    for (i=0;i<10;i++)
+    {
+	sprintf(namebuf, "STTNUM%d", i);
+	tallnum[i] = (patch_t *) W_CacheLumpName(namebuf, PU_STATIC);
+
+	sprintf(namebuf, "STYSNUM%d", i);
+	shortnum[i] = (patch_t *) W_CacheLumpName(namebuf, PU_STATIC);
+    }
+
+    // Load percent key.
+    //Note: why not load STMINUS here, too?
+    tallpercent = (patch_t *) W_CacheLumpName("STTPRCNT", PU_STATIC);
+
+    // key cards
+    for (i=0;i<NUMCARDS;i++)
+    {
+	sprintf(namebuf, "STKEYS%d", i);
+	keys[i] = (patch_t *) W_CacheLumpName(namebuf, PU_STATIC);
+    }
+
+    // arms background
+    armsbg = (patch_t *) W_CacheLumpName("STARMS", PU_STATIC);
+
+    // arms ownership widgets
+    for (i=0;i<6;i++)
+    {
+	sprintf(namebuf, "STGNUM%d", i+2);
+
+	// gray #
+	arms[i][0] = (patch_t *) W_CacheLumpName(namebuf, PU_STATIC);
+
+	// yellow #
+	arms[i][1] = shortnum[i+2]; 
+    }
+
+    // face backgrounds for different color players
+    sprintf(namebuf, "STFB%d", consoleplayer);
+    faceback = (patch_t *) W_CacheLumpName(namebuf, PU_STATIC);
+
+    // status bar background bits
+    sbar = (patch_t *) W_CacheLumpName("STBAR", PU_STATIC);
+
+    // face states
+    facenum = 0;
+    for (i=0;i<ST_NUMPAINFACES;i++)
+    {
+	for (j=0;j<ST_NUMSTRAIGHTFACES;j++)
+	{
+	    sprintf(namebuf, "STFST%d%d", i, j);
+	    faces[facenum++] = W_CacheLumpName(namebuf, PU_STATIC);
+	}
+	sprintf(namebuf, "STFTR%d0", i);	// turn right
+	faces[facenum++] = W_CacheLumpName(namebuf, PU_STATIC);
+	sprintf(namebuf, "STFTL%d0", i);	// turn left
+	faces[facenum++] = W_CacheLumpName(namebuf, PU_STATIC);
+	sprintf(namebuf, "STFOUCH%d", i);	// ouch!
+	faces[facenum++] = W_CacheLumpName(namebuf, PU_STATIC);
+	sprintf(namebuf, "STFEVL%d", i);	// evil grin ;)
+	faces[facenum++] = W_CacheLumpName(namebuf, PU_STATIC);
+	sprintf(namebuf, "STFKILL%d", i);	// pissed off
+	faces[facenum++] = W_CacheLumpName(namebuf, PU_STATIC);
+    }
+    faces[facenum++] = W_CacheLumpName("STFGOD0", PU_STATIC);
+    faces[facenum++] = W_CacheLumpName("STFDEAD0", PU_STATIC);
+
+}
+
+void ST_loadData(void)
+{
+    lu_palette = W_GetNumForName ("PLAYPAL");
+    ST_loadGraphics();
+}
+
+void ST_unloadGraphics(void)
+{
+
+    int i;
+
+    // unload the numbers, tall and short
+    for (i=0;i<10;i++)
+    {
+	Z_ChangeTag(tallnum[i], PU_CACHE);
+	Z_ChangeTag(shortnum[i], PU_CACHE);
+    }
+    // unload tall percent
+    Z_ChangeTag(tallpercent, PU_CACHE); 
+
+    // unload arms background
+    Z_ChangeTag(armsbg, PU_CACHE); 
+
+    // unload gray #'s
+    for (i=0;i<6;i++)
+	Z_ChangeTag(arms[i][0], PU_CACHE);
+    
+    // unload the key cards
+    for (i=0;i<NUMCARDS;i++)
+	Z_ChangeTag(keys[i], PU_CACHE);
+
+    Z_ChangeTag(sbar, PU_CACHE);
+    Z_ChangeTag(faceback, PU_CACHE);
+
+    for (i=0;i<ST_NUMFACES;i++)
+	Z_ChangeTag(faces[i], PU_CACHE);
+
+    // Note: nobody ain't seen no unloading
+    //   of stminus yet. Dude.
+    
+
+}
+
+void ST_unloadData(void)
+{
+    ST_unloadGraphics();
+}
+
+void ST_initData(void)
+{
+
+    int		i;
+
+    st_firsttime = true;
+    plyr = &players[consoleplayer];
+
+    st_clock = 0;
+    st_chatstate = StartChatState;
+    st_gamestate = FirstPersonState;
+
+    st_statusbaron = true;
+    st_oldchat = st_chat = false;
+    st_cursoron = false;
+
+    st_faceindex = 0;
+    st_palette = -1;
+
+    st_oldhealth = -1;
+
+    for (i=0;i<NUMWEAPONS;i++)
+	oldweaponsowned[i] = plyr->weaponowned[i];
+
+    for (i=0;i<3;i++)
+	keyboxes[i] = -1;
+
+    STlib_init();
+
+}
+
+
+
+void ST_createWidgets(void)
+{
+
+    int i;
+
+    // ready weapon ammo
+    STlib_initNum(&w_ready,
+		  ST_AMMOX,
+		  ST_AMMOY,
+		  tallnum,
+		  &plyr->ammo[weaponinfo[plyr->readyweapon].ammo],
+		  &st_statusbaron,
+		  ST_AMMOWIDTH );
+
+    // the last weapon type
+    w_ready.data = plyr->readyweapon; 
+
+    // health percentage
+    STlib_initPercent(&w_health,
+		      ST_HEALTHX,
+		      ST_HEALTHY,
+		      tallnum,
+		      &plyr->health,
+		      &st_statusbaron,
+		      tallpercent);
+
+    // arms background
+    STlib_initBinIcon(&w_armsbg,
+		      ST_ARMSBGX,
+		      ST_ARMSBGY,
+		      armsbg,
+		      &st_notdeathmatch,
+		      &st_statusbaron);
+
+    // weapons owned
+    for(i=0;i<6;i++)
+    {
+	STlib_initMultIcon(&w_arms[i],
+			   ST_ARMSX+(i%3)*ST_ARMSXSPACE,
+			   ST_ARMSY+(i/3)*ST_ARMSYSPACE,
+			   arms[i], (int *) &plyr->weaponowned[i+1],
+			   &st_armson);
+    }
+
+    // frags sum
+    STlib_initNum(&w_frags,
+		  ST_FRAGSX,
+		  ST_FRAGSY,
+		  tallnum,
+		  &st_fragscount,
+		  &st_fragson,
+		  ST_FRAGSWIDTH);
+
+    // faces
+    STlib_initMultIcon(&w_faces,
+		       ST_FACESX,
+		       ST_FACESY,
+		       faces,
+		       &st_faceindex,
+		       &st_statusbaron);
+
+    // armor percentage - should be colored later
+    STlib_initPercent(&w_armor,
+		      ST_ARMORX,
+		      ST_ARMORY,
+		      tallnum,
+		      &plyr->armorpoints,
+		      &st_statusbaron, tallpercent);
+
+    // keyboxes 0-2
+    STlib_initMultIcon(&w_keyboxes[0],
+		       ST_KEY0X,
+		       ST_KEY0Y,
+		       keys,
+		       &keyboxes[0],
+		       &st_statusbaron);
+    
+    STlib_initMultIcon(&w_keyboxes[1],
+		       ST_KEY1X,
+		       ST_KEY1Y,
+		       keys,
+		       &keyboxes[1],
+		       &st_statusbaron);
+
+    STlib_initMultIcon(&w_keyboxes[2],
+		       ST_KEY2X,
+		       ST_KEY2Y,
+		       keys,
+		       &keyboxes[2],
+		       &st_statusbaron);
+
+    // ammo count (all four kinds)
+    STlib_initNum(&w_ammo[0],
+		  ST_AMMO0X,
+		  ST_AMMO0Y,
+		  shortnum,
+		  &plyr->ammo[0],
+		  &st_statusbaron,
+		  ST_AMMO0WIDTH);
+
+    STlib_initNum(&w_ammo[1],
+		  ST_AMMO1X,
+		  ST_AMMO1Y,
+		  shortnum,
+		  &plyr->ammo[1],
+		  &st_statusbaron,
+		  ST_AMMO1WIDTH);
+
+    STlib_initNum(&w_ammo[2],
+		  ST_AMMO2X,
+		  ST_AMMO2Y,
+		  shortnum,
+		  &plyr->ammo[2],
+		  &st_statusbaron,
+		  ST_AMMO2WIDTH);
+    
+    STlib_initNum(&w_ammo[3],
+		  ST_AMMO3X,
+		  ST_AMMO3Y,
+		  shortnum,
+		  &plyr->ammo[3],
+		  &st_statusbaron,
+		  ST_AMMO3WIDTH);
+
+    // max ammo count (all four kinds)
+    STlib_initNum(&w_maxammo[0],
+		  ST_MAXAMMO0X,
+		  ST_MAXAMMO0Y,
+		  shortnum,
+		  &plyr->maxammo[0],
+		  &st_statusbaron,
+		  ST_MAXAMMO0WIDTH);
+
+    STlib_initNum(&w_maxammo[1],
+		  ST_MAXAMMO1X,
+		  ST_MAXAMMO1Y,
+		  shortnum,
+		  &plyr->maxammo[1],
+		  &st_statusbaron,
+		  ST_MAXAMMO1WIDTH);
+
+    STlib_initNum(&w_maxammo[2],
+		  ST_MAXAMMO2X,
+		  ST_MAXAMMO2Y,
+		  shortnum,
+		  &plyr->maxammo[2],
+		  &st_statusbaron,
+		  ST_MAXAMMO2WIDTH);
+    
+    STlib_initNum(&w_maxammo[3],
+		  ST_MAXAMMO3X,
+		  ST_MAXAMMO3Y,
+		  shortnum,
+		  &plyr->maxammo[3],
+		  &st_statusbaron,
+		  ST_MAXAMMO3WIDTH);
+
+}
+
+static boolean	st_stopped = true;
+
+
+void ST_Start (void)
+{
+
+    if (!st_stopped)
+	ST_Stop();
+
+    ST_initData();
+    ST_createWidgets();
+    st_stopped = false;
+
+}
+
+void ST_Stop (void)
+{
+    if (st_stopped)
+	return;
+
+    I_SetPalette (W_CacheLumpNum (lu_palette, PU_CACHE));
+
+    st_stopped = true;
+}
+
+void ST_Init (void)
+{
+    veryfirsttime = 0;
+    ST_loadData();
+    screens[4] = (byte *) Z_Malloc(ST_WIDTH*ST_HEIGHT, PU_STATIC, 0);
+}
--- /dev/null
+++ b/src/st_stuff.h
@@ -1,0 +1,89 @@
+// Emacs style mode select   -*- C++ -*- 
+//-----------------------------------------------------------------------------
+//
+// $Id: st_stuff.h 4 2005-07-23 16:19:41Z fraggle $
+//
+// Copyright (C) 1993-1996 by id Software, Inc.
+//
+// This source is available for distribution and/or modification
+// only under the terms of the DOOM Source Code License as
+// published by id Software. All rights reserved.
+//
+// The source is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
+// for more details.
+//
+// DESCRIPTION:
+//	Status bar code.
+//	Does the face/direction indicator animatin.
+//	Does palette indicators as well (red pain/berserk, bright pickup)
+//
+//-----------------------------------------------------------------------------
+
+#ifndef __STSTUFF_H__
+#define __STSTUFF_H__
+
+#include "doomtype.h"
+#include "d_event.h"
+
+// Size of statusbar.
+// Now sensitive for scaling.
+#define ST_HEIGHT	32*SCREEN_MUL
+#define ST_WIDTH	SCREENWIDTH
+#define ST_Y		(SCREENHEIGHT - ST_HEIGHT)
+
+
+//
+// STATUS BAR
+//
+
+// Called by main loop.
+boolean ST_Responder (event_t* ev);
+
+// Called by main loop.
+void ST_Ticker (void);
+
+// Called by main loop.
+void ST_Drawer (boolean fullscreen, boolean refresh);
+
+// Called when the console player is spawned on each level.
+void ST_Start (void);
+
+// Called by startup code.
+void ST_Init (void);
+
+
+
+// States for status bar code.
+typedef enum
+{
+    AutomapState,
+    FirstPersonState
+    
+} st_stateenum_t;
+
+
+// States for the chat code.
+typedef enum
+{
+    StartChatState,
+    WaitDestState,
+    GetChatState
+    
+} st_chatstateenum_t;
+
+
+boolean ST_Responder(event_t* ev);
+
+
+
+#endif
+//-----------------------------------------------------------------------------
+//
+// $Log$
+// Revision 1.1  2005/07/23 16:20:07  fraggle
+// Initial revision
+//
+//
+//-----------------------------------------------------------------------------
--- /dev/null
+++ b/src/tables.c
@@ -1,0 +1,2133 @@
+// Emacs style mode select   -*- C++ -*- 
+//-----------------------------------------------------------------------------
+//
+// $Id: tables.c 4 2005-07-23 16:19:41Z fraggle $
+//
+// Copyright (C) 1993-1996 by id Software, Inc.
+//
+// This source is available for distribution and/or modification
+// only under the terms of the DOOM Source Code License as
+// published by id Software. All rights reserved.
+//
+// The source is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
+// for more details.
+//
+// $Log$
+// Revision 1.1  2005/07/23 16:20:27  fraggle
+// Initial revision
+//
+//
+// DESCRIPTION:
+//	Lookup tables.
+//	Do not try to look them up :-).
+//	In the order of appearance: 
+//
+//	int finetangent[4096]	- Tangens LUT.
+//	 Should work with BAM fairly well (12 of 16bit,
+//      effectively, by shifting).
+//
+//	int finesine[10240]		- Sine lookup.
+//	 Guess what, serves as cosine, too.
+//	 Remarkable thing is, how to use BAMs with this? 
+//
+//	int tantoangle[2049]	- ArcTan LUT,
+//	  maps tan(angle) to angle fast. Gotta search.
+//	
+//    
+//-----------------------------------------------------------------------------
+
+
+static const char
+rcsid[] = "$Id: tables.c 4 2005-07-23 16:19:41Z fraggle $";
+
+
+
+#include "tables.h"
+
+
+
+
+int
+SlopeDiv
+( unsigned	num,
+  unsigned	den)
+{
+    unsigned 	ans;
+    
+    if (den < 512)
+	return SLOPERANGE;
+
+    ans = (num<<3)/(den>>8);
+
+    return ans <= SLOPERANGE ? ans : SLOPERANGE;
+}
+
+
+
+
+int finetangent[4096] =
+{
+    -170910304,-56965752,-34178904,-24413316,-18988036,-15535599,-13145455,-11392683,
+    -10052327,-8994149,-8137527,-7429880,-6835455,-6329090,-5892567,-5512368,
+    -5178251,-4882318,-4618375,-4381502,-4167737,-3973855,-3797206,-3635590,
+    -3487165,-3350381,-3223918,-3106651,-2997613,-2895966,-2800983,-2712030,
+    -2628549,-2550052,-2476104,-2406322,-2340362,-2277919,-2218719,-2162516,
+    -2109087,-2058233,-2009771,-1963536,-1919378,-1877161,-1836758,-1798063,
+    -1760956,-1725348,-1691149,-1658278,-1626658,-1596220,-1566898,-1538632,
+    -1511367,-1485049,-1459630,-1435065,-1411312,-1388330,-1366084,-1344537,
+    -1323658,-1303416,-1283783,-1264730,-1246234,-1228269,-1210813,-1193846,
+    -1177345,-1161294,-1145673,-1130465,-1115654,-1101225,-1087164,-1073455,
+    -1060087,-1047046,-1034322,-1021901,-1009774,-997931,-986361,-975054,
+    -964003,-953199,-942633,-932298,-922186,-912289,-902602,-893117,
+    -883829,-874730,-865817,-857081,-848520,-840127,-831898,-823827,
+    -815910,-808143,-800521,-793041,-785699,-778490,-771411,-764460,
+    -757631,-750922,-744331,-737853,-731486,-725227,-719074,-713023,
+    -707072,-701219,-695462,-689797,-684223,-678737,-673338,-668024,
+    -662792,-657640,-652568,-647572,-642651,-637803,-633028,-628323,
+    -623686,-619117,-614613,-610174,-605798,-601483,-597229,-593033,
+    -588896,-584815,-580789,-576818,-572901,-569035,-565221,-561456,
+    -557741,-554074,-550455,-546881,-543354,-539870,-536431,-533034,
+    -529680,-526366,-523094,-519861,-516667,-513512,-510394,-507313,
+    -504269,-501261,-498287,-495348,-492443,-489571,-486732,-483925,
+    -481150,-478406,-475692,-473009,-470355,-467730,-465133,-462565,
+    -460024,-457511,-455024,-452564,-450129,-447720,-445337,-442978,
+    -440643,-438332,-436045,-433781,-431540,-429321,-427125,-424951,
+    -422798,-420666,-418555,-416465,-414395,-412344,-410314,-408303,
+    -406311,-404338,-402384,-400448,-398530,-396630,-394747,-392882,
+    -391034,-389202,-387387,-385589,-383807,-382040,-380290,-378555,
+    -376835,-375130,-373440,-371765,-370105,-368459,-366826,-365208,
+    -363604,-362013,-360436,-358872,-357321,-355783,-354257,-352744,
+    -351244,-349756,-348280,-346816,-345364,-343924,-342495,-341078,
+    -339671,-338276,-336892,-335519,-334157,-332805,-331464,-330133,
+    -328812,-327502,-326201,-324910,-323629,-322358,-321097,-319844,
+    -318601,-317368,-316143,-314928,-313721,-312524,-311335,-310154,
+    -308983,-307819,-306664,-305517,-304379,-303248,-302126,-301011,
+    -299904,-298805,-297714,-296630,-295554,-294485,-293423,-292369,
+    -291322,-290282,-289249,-288223,-287204,-286192,-285186,-284188,
+    -283195,-282210,-281231,-280258,-279292,-278332,-277378,-276430,
+    -275489,-274553,-273624,-272700,-271782,-270871,-269965,-269064,
+    -268169,-267280,-266397,-265519,-264646,-263779,-262917,-262060,
+    -261209,-260363,-259522,-258686,-257855,-257029,-256208,-255392,
+    -254581,-253774,-252973,-252176,-251384,-250596,-249813,-249035,
+    -248261,-247492,-246727,-245966,-245210,-244458,-243711,-242967,
+    -242228,-241493,-240763,-240036,-239314,-238595,-237881,-237170,
+    -236463,-235761,-235062,-234367,-233676,-232988,-232304,-231624,
+    -230948,-230275,-229606,-228941,-228279,-227621,-226966,-226314,
+    -225666,-225022,-224381,-223743,-223108,-222477,-221849,-221225,
+    -220603,-219985,-219370,-218758,-218149,-217544,-216941,-216341,
+    -215745,-215151,-214561,-213973,-213389,-212807,-212228,-211652,
+    -211079,-210509,-209941,-209376,-208815,-208255,-207699,-207145,
+    -206594,-206045,-205500,-204956,-204416,-203878,-203342,-202809,
+    -202279,-201751,-201226,-200703,-200182,-199664,-199149,-198636,
+    -198125,-197616,-197110,-196606,-196105,-195606,-195109,-194614,
+    -194122,-193631,-193143,-192658,-192174,-191693,-191213,-190736,
+    -190261,-189789,-189318,-188849,-188382,-187918,-187455,-186995,
+    -186536,-186080,-185625,-185173,-184722,-184274,-183827,-183382,
+    -182939,-182498,-182059,-181622,-181186,-180753,-180321,-179891,
+    -179463,-179037,-178612,-178190,-177769,-177349,-176932,-176516,
+    -176102,-175690,-175279,-174870,-174463,-174057,-173653,-173251,
+    -172850,-172451,-172053,-171657,-171263,-170870,-170479,-170089,
+    -169701,-169315,-168930,-168546,-168164,-167784,-167405,-167027,
+    -166651,-166277,-165904,-165532,-165162,-164793,-164426,-164060,
+    -163695,-163332,-162970,-162610,-162251,-161893,-161537,-161182,
+    -160828,-160476,-160125,-159775,-159427,-159079,-158734,-158389,
+    -158046,-157704,-157363,-157024,-156686,-156349,-156013,-155678,
+    -155345,-155013,-154682,-154352,-154024,-153697,-153370,-153045,
+    -152722,-152399,-152077,-151757,-151438,-151120,-150803,-150487,
+    -150172,-149859,-149546,-149235,-148924,-148615,-148307,-148000,
+    -147693,-147388,-147084,-146782,-146480,-146179,-145879,-145580,
+    -145282,-144986,-144690,-144395,-144101,-143808,-143517,-143226,
+    -142936,-142647,-142359,-142072,-141786,-141501,-141217,-140934,
+    -140651,-140370,-140090,-139810,-139532,-139254,-138977,-138701,
+    -138426,-138152,-137879,-137607,-137335,-137065,-136795,-136526,
+    -136258,-135991,-135725,-135459,-135195,-134931,-134668,-134406,
+    -134145,-133884,-133625,-133366,-133108,-132851,-132594,-132339,
+    -132084,-131830,-131576,-131324,-131072,-130821,-130571,-130322,
+    -130073,-129825,-129578,-129332,-129086,-128841,-128597,-128353,
+    -128111,-127869,-127627,-127387,-127147,-126908,-126669,-126432,
+    -126195,-125959,-125723,-125488,-125254,-125020,-124787,-124555,
+    -124324,-124093,-123863,-123633,-123404,-123176,-122949,-122722,
+    -122496,-122270,-122045,-121821,-121597,-121374,-121152,-120930,
+    -120709,-120489,-120269,-120050,-119831,-119613,-119396,-119179,
+    -118963,-118747,-118532,-118318,-118104,-117891,-117678,-117466,
+    -117254,-117044,-116833,-116623,-116414,-116206,-115998,-115790,
+    -115583,-115377,-115171,-114966,-114761,-114557,-114354,-114151,
+    -113948,-113746,-113545,-113344,-113143,-112944,-112744,-112546,
+    -112347,-112150,-111952,-111756,-111560,-111364,-111169,-110974,
+    -110780,-110586,-110393,-110200,-110008,-109817,-109626,-109435,
+    -109245,-109055,-108866,-108677,-108489,-108301,-108114,-107927,
+    -107741,-107555,-107369,-107184,-107000,-106816,-106632,-106449,
+    -106266,-106084,-105902,-105721,-105540,-105360,-105180,-105000,
+    -104821,-104643,-104465,-104287,-104109,-103933,-103756,-103580,
+    -103404,-103229,-103054,-102880,-102706,-102533,-102360,-102187,
+    -102015,-101843,-101671,-101500,-101330,-101159,-100990,-100820,
+    -100651,-100482,-100314,-100146,-99979,-99812,-99645,-99479,
+    -99313,-99148,-98982,-98818,-98653,-98489,-98326,-98163,
+    -98000,-97837,-97675,-97513,-97352,-97191,-97030,-96870,
+    -96710,-96551,-96391,-96233,-96074,-95916,-95758,-95601,
+    -95444,-95287,-95131,-94975,-94819,-94664,-94509,-94354,
+    -94200,-94046,-93892,-93739,-93586,-93434,-93281,-93129,
+    -92978,-92826,-92675,-92525,-92375,-92225,-92075,-91926,
+    -91777,-91628,-91480,-91332,-91184,-91036,-90889,-90742,
+    -90596,-90450,-90304,-90158,-90013,-89868,-89724,-89579,
+    -89435,-89292,-89148,-89005,-88862,-88720,-88577,-88435,
+    -88294,-88152,-88011,-87871,-87730,-87590,-87450,-87310,
+    -87171,-87032,-86893,-86755,-86616,-86479,-86341,-86204,
+    -86066,-85930,-85793,-85657,-85521,-85385,-85250,-85114,
+    -84980,-84845,-84710,-84576,-84443,-84309,-84176,-84043,
+    -83910,-83777,-83645,-83513,-83381,-83250,-83118,-82987,
+    -82857,-82726,-82596,-82466,-82336,-82207,-82078,-81949,
+    -81820,-81691,-81563,-81435,-81307,-81180,-81053,-80925,
+    -80799,-80672,-80546,-80420,-80294,-80168,-80043,-79918,
+    -79793,-79668,-79544,-79420,-79296,-79172,-79048,-78925,
+    -78802,-78679,-78557,-78434,-78312,-78190,-78068,-77947,
+    -77826,-77705,-77584,-77463,-77343,-77223,-77103,-76983,
+    -76864,-76744,-76625,-76506,-76388,-76269,-76151,-76033,
+    -75915,-75797,-75680,-75563,-75446,-75329,-75213,-75096,
+    -74980,-74864,-74748,-74633,-74517,-74402,-74287,-74172,
+    -74058,-73944,-73829,-73715,-73602,-73488,-73375,-73262,
+    -73149,-73036,-72923,-72811,-72699,-72587,-72475,-72363,
+    -72252,-72140,-72029,-71918,-71808,-71697,-71587,-71477,
+    -71367,-71257,-71147,-71038,-70929,-70820,-70711,-70602,
+    -70494,-70385,-70277,-70169,-70061,-69954,-69846,-69739,
+    -69632,-69525,-69418,-69312,-69205,-69099,-68993,-68887,
+    -68781,-68676,-68570,-68465,-68360,-68255,-68151,-68046,
+    -67942,-67837,-67733,-67629,-67526,-67422,-67319,-67216,
+    -67113,-67010,-66907,-66804,-66702,-66600,-66498,-66396,
+    -66294,-66192,-66091,-65989,-65888,-65787,-65686,-65586,
+    -65485,-65385,-65285,-65185,-65085,-64985,-64885,-64786,
+    -64687,-64587,-64488,-64389,-64291,-64192,-64094,-63996,
+    -63897,-63799,-63702,-63604,-63506,-63409,-63312,-63215,
+    -63118,-63021,-62924,-62828,-62731,-62635,-62539,-62443,
+    -62347,-62251,-62156,-62060,-61965,-61870,-61775,-61680,
+    -61585,-61491,-61396,-61302,-61208,-61114,-61020,-60926,
+    -60833,-60739,-60646,-60552,-60459,-60366,-60273,-60181,
+    -60088,-59996,-59903,-59811,-59719,-59627,-59535,-59444,
+    -59352,-59261,-59169,-59078,-58987,-58896,-58805,-58715,
+    -58624,-58534,-58443,-58353,-58263,-58173,-58083,-57994,
+    -57904,-57815,-57725,-57636,-57547,-57458,-57369,-57281,
+    -57192,-57104,-57015,-56927,-56839,-56751,-56663,-56575,
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+    110974,111169,111364,111560,111756,111952,112150,112347,
+    112546,112744,112944,113143,113344,113545,113746,113948,
+    114151,114354,114557,114761,114966,115171,115377,115583,
+    115790,115998,116206,116414,116623,116833,117044,117254,
+    117466,117678,117891,118104,118318,118532,118747,118963,
+    119179,119396,119613,119831,120050,120269,120489,120709,
+    120930,121152,121374,121597,121821,122045,122270,122496,
+    122722,122949,123176,123404,123633,123863,124093,124324,
+    124555,124787,125020,125254,125488,125723,125959,126195,
+    126432,126669,126908,127147,127387,127627,127869,128111,
+    128353,128597,128841,129086,129332,129578,129825,130073,
+    130322,130571,130821,131072,131324,131576,131830,132084,
+    132339,132594,132851,133108,133366,133625,133884,134145,
+    134406,134668,134931,135195,135459,135725,135991,136258,
+    136526,136795,137065,137335,137607,137879,138152,138426,
+    138701,138977,139254,139532,139810,140090,140370,140651,
+    140934,141217,141501,141786,142072,142359,142647,142936,
+    143226,143517,143808,144101,144395,144690,144986,145282,
+    145580,145879,146179,146480,146782,147084,147388,147693,
+    148000,148307,148615,148924,149235,149546,149859,150172,
+    150487,150803,151120,151438,151757,152077,152399,152722,
+    153045,153370,153697,154024,154352,154682,155013,155345,
+    155678,156013,156349,156686,157024,157363,157704,158046,
+    158389,158734,159079,159427,159775,160125,160476,160828,
+    161182,161537,161893,162251,162610,162970,163332,163695,
+    164060,164426,164793,165162,165532,165904,166277,166651,
+    167027,167405,167784,168164,168546,168930,169315,169701,
+    170089,170479,170870,171263,171657,172053,172451,172850,
+    173251,173653,174057,174463,174870,175279,175690,176102,
+    176516,176932,177349,177769,178190,178612,179037,179463,
+    179891,180321,180753,181186,181622,182059,182498,182939,
+    183382,183827,184274,184722,185173,185625,186080,186536,
+    186995,187455,187918,188382,188849,189318,189789,190261,
+    190736,191213,191693,192174,192658,193143,193631,194122,
+    194614,195109,195606,196105,196606,197110,197616,198125,
+    198636,199149,199664,200182,200703,201226,201751,202279,
+    202809,203342,203878,204416,204956,205500,206045,206594,
+    207145,207699,208255,208815,209376,209941,210509,211079,
+    211652,212228,212807,213389,213973,214561,215151,215745,
+    216341,216941,217544,218149,218758,219370,219985,220603,
+    221225,221849,222477,223108,223743,224381,225022,225666,
+    226314,226966,227621,228279,228941,229606,230275,230948,
+    231624,232304,232988,233676,234367,235062,235761,236463,
+    237170,237881,238595,239314,240036,240763,241493,242228,
+    242967,243711,244458,245210,245966,246727,247492,248261,
+    249035,249813,250596,251384,252176,252973,253774,254581,
+    255392,256208,257029,257855,258686,259522,260363,261209,
+    262060,262917,263779,264646,265519,266397,267280,268169,
+    269064,269965,270871,271782,272700,273624,274553,275489,
+    276430,277378,278332,279292,280258,281231,282210,283195,
+    284188,285186,286192,287204,288223,289249,290282,291322,
+    292369,293423,294485,295554,296630,297714,298805,299904,
+    301011,302126,303248,304379,305517,306664,307819,308983,
+    310154,311335,312524,313721,314928,316143,317368,318601,
+    319844,321097,322358,323629,324910,326201,327502,328812,
+    330133,331464,332805,334157,335519,336892,338276,339671,
+    341078,342495,343924,345364,346816,348280,349756,351244,
+    352744,354257,355783,357321,358872,360436,362013,363604,
+    365208,366826,368459,370105,371765,373440,375130,376835,
+    378555,380290,382040,383807,385589,387387,389202,391034,
+    392882,394747,396630,398530,400448,402384,404338,406311,
+    408303,410314,412344,414395,416465,418555,420666,422798,
+    424951,427125,429321,431540,433781,436045,438332,440643,
+    442978,445337,447720,450129,452564,455024,457511,460024,
+    462565,465133,467730,470355,473009,475692,478406,481150,
+    483925,486732,489571,492443,495348,498287,501261,504269,
+    507313,510394,513512,516667,519861,523094,526366,529680,
+    533034,536431,539870,543354,546881,550455,554074,557741,
+    561456,565221,569035,572901,576818,580789,584815,588896,
+    593033,597229,601483,605798,610174,614613,619117,623686,
+    628323,633028,637803,642651,647572,652568,657640,662792,
+    668024,673338,678737,684223,689797,695462,701219,707072,
+    713023,719074,725227,731486,737853,744331,750922,757631,
+    764460,771411,778490,785699,793041,800521,808143,815910,
+    823827,831898,840127,848520,857081,865817,874730,883829,
+    893117,902602,912289,922186,932298,942633,953199,964003,
+    975054,986361,997931,1009774,1021901,1034322,1047046,1060087,
+    1073455,1087164,1101225,1115654,1130465,1145673,1161294,1177345,
+    1193846,1210813,1228269,1246234,1264730,1283783,1303416,1323658,
+    1344537,1366084,1388330,1411312,1435065,1459630,1485049,1511367,
+    1538632,1566898,1596220,1626658,1658278,1691149,1725348,1760956,
+    1798063,1836758,1877161,1919378,1963536,2009771,2058233,2109087,
+    2162516,2218719,2277919,2340362,2406322,2476104,2550052,2628549,
+    2712030,2800983,2895966,2997613,3106651,3223918,3350381,3487165,
+    3635590,3797206,3973855,4167737,4381502,4618375,4882318,5178251,
+    5512368,5892567,6329090,6835455,7429880,8137527,8994149,10052327,
+    11392683,13145455,15535599,18988036,24413316,34178904,56965752,170910304
+};
+
+
+int finesine[10240] =
+{
+    25,75,125,175,226,276,326,376,
+    427,477,527,578,628,678,728,779,
+    829,879,929,980,1030,1080,1130,1181,
+    1231,1281,1331,1382,1432,1482,1532,1583,
+    1633,1683,1733,1784,1834,1884,1934,1985,
+    2035,2085,2135,2186,2236,2286,2336,2387,
+    2437,2487,2537,2587,2638,2688,2738,2788,
+    2839,2889,2939,2989,3039,3090,3140,3190,
+    3240,3291,3341,3391,3441,3491,3541,3592,
+    3642,3692,3742,3792,3843,3893,3943,3993,
+    4043,4093,4144,4194,4244,4294,4344,4394,
+    4445,4495,4545,4595,4645,4695,4745,4796,
+    4846,4896,4946,4996,5046,5096,5146,5197,
+    5247,5297,5347,5397,5447,5497,5547,5597,
+    5647,5697,5748,5798,5848,5898,5948,5998,
+    6048,6098,6148,6198,6248,6298,6348,6398,
+    6448,6498,6548,6598,6648,6698,6748,6798,
+    6848,6898,6948,6998,7048,7098,7148,7198,
+    7248,7298,7348,7398,7448,7498,7548,7598,
+    7648,7697,7747,7797,7847,7897,7947,7997,
+    8047,8097,8147,8196,8246,8296,8346,8396,
+    8446,8496,8545,8595,8645,8695,8745,8794,
+    8844,8894,8944,8994,9043,9093,9143,9193,
+    9243,9292,9342,9392,9442,9491,9541,9591,
+    9640,9690,9740,9790,9839,9889,9939,9988,
+    10038,10088,10137,10187,10237,10286,10336,10386,
+    10435,10485,10534,10584,10634,10683,10733,10782,
+    10832,10882,10931,10981,11030,11080,11129,11179,
+    11228,11278,11327,11377,11426,11476,11525,11575,
+    11624,11674,11723,11773,11822,11872,11921,11970,
+    12020,12069,12119,12168,12218,12267,12316,12366,
+    12415,12464,12514,12563,12612,12662,12711,12760,
+    12810,12859,12908,12957,13007,13056,13105,13154,
+    13204,13253,13302,13351,13401,13450,13499,13548,
+    13597,13647,13696,13745,13794,13843,13892,13941,
+    13990,14040,14089,14138,14187,14236,14285,14334,
+    14383,14432,14481,14530,14579,14628,14677,14726,
+    14775,14824,14873,14922,14971,15020,15069,15118,
+    15167,15215,15264,15313,15362,15411,15460,15509,
+    15557,15606,15655,15704,15753,15802,15850,15899,
+    15948,15997,16045,16094,16143,16191,16240,16289,
+    16338,16386,16435,16484,16532,16581,16629,16678,
+    16727,16775,16824,16872,16921,16970,17018,17067,
+    17115,17164,17212,17261,17309,17358,17406,17455,
+    17503,17551,17600,17648,17697,17745,17793,17842,
+    17890,17939,17987,18035,18084,18132,18180,18228,
+    18277,18325,18373,18421,18470,18518,18566,18614,
+    18663,18711,18759,18807,18855,18903,18951,19000,
+    19048,19096,19144,19192,19240,19288,19336,19384,
+    19432,19480,19528,19576,19624,19672,19720,19768,
+    19816,19864,19912,19959,20007,20055,20103,20151,
+    20199,20246,20294,20342,20390,20438,20485,20533,
+    20581,20629,20676,20724,20772,20819,20867,20915,
+    20962,21010,21057,21105,21153,21200,21248,21295,
+    21343,21390,21438,21485,21533,21580,21628,21675,
+    21723,21770,21817,21865,21912,21960,22007,22054,
+    22102,22149,22196,22243,22291,22338,22385,22433,
+    22480,22527,22574,22621,22668,22716,22763,22810,
+    22857,22904,22951,22998,23045,23092,23139,23186,
+    23233,23280,23327,23374,23421,23468,23515,23562,
+    23609,23656,23703,23750,23796,23843,23890,23937,
+    23984,24030,24077,24124,24171,24217,24264,24311,
+    24357,24404,24451,24497,24544,24591,24637,24684,
+    24730,24777,24823,24870,24916,24963,25009,25056,
+    25102,25149,25195,25241,25288,25334,25381,25427,
+    25473,25520,25566,25612,25658,25705,25751,25797,
+    25843,25889,25936,25982,26028,26074,26120,26166,
+    26212,26258,26304,26350,26396,26442,26488,26534,
+    26580,26626,26672,26718,26764,26810,26856,26902,
+    26947,26993,27039,27085,27131,27176,27222,27268,
+    27313,27359,27405,27450,27496,27542,27587,27633,
+    27678,27724,27770,27815,27861,27906,27952,27997,
+    28042,28088,28133,28179,28224,28269,28315,28360,
+    28405,28451,28496,28541,28586,28632,28677,28722,
+    28767,28812,28858,28903,28948,28993,29038,29083,
+    29128,29173,29218,29263,29308,29353,29398,29443,
+    29488,29533,29577,29622,29667,29712,29757,29801,
+    29846,29891,29936,29980,30025,30070,30114,30159,
+    30204,30248,30293,30337,30382,30426,30471,30515,
+    30560,30604,30649,30693,30738,30782,30826,30871,
+    30915,30959,31004,31048,31092,31136,31181,31225,
+    31269,31313,31357,31402,31446,31490,31534,31578,
+    31622,31666,31710,31754,31798,31842,31886,31930,
+    31974,32017,32061,32105,32149,32193,32236,32280,
+    32324,32368,32411,32455,32499,32542,32586,32630,
+    32673,32717,32760,32804,32847,32891,32934,32978,
+    33021,33065,33108,33151,33195,33238,33281,33325,
+    33368,33411,33454,33498,33541,33584,33627,33670,
+    33713,33756,33799,33843,33886,33929,33972,34015,
+    34057,34100,34143,34186,34229,34272,34315,34358,
+    34400,34443,34486,34529,34571,34614,34657,34699,
+    34742,34785,34827,34870,34912,34955,34997,35040,
+    35082,35125,35167,35210,35252,35294,35337,35379,
+    35421,35464,35506,35548,35590,35633,35675,35717,
+    35759,35801,35843,35885,35927,35969,36011,36053,
+    36095,36137,36179,36221,36263,36305,36347,36388,
+    36430,36472,36514,36555,36597,36639,36681,36722,
+    36764,36805,36847,36889,36930,36972,37013,37055,
+    37096,37137,37179,37220,37262,37303,37344,37386,
+    37427,37468,37509,37551,37592,37633,37674,37715,
+    37756,37797,37838,37879,37920,37961,38002,38043,
+    38084,38125,38166,38207,38248,38288,38329,38370,
+    38411,38451,38492,38533,38573,38614,38655,38695,
+    38736,38776,38817,38857,38898,38938,38979,39019,
+    39059,39100,39140,39180,39221,39261,39301,39341,
+    39382,39422,39462,39502,39542,39582,39622,39662,
+    39702,39742,39782,39822,39862,39902,39942,39982,
+    40021,40061,40101,40141,40180,40220,40260,40300,
+    40339,40379,40418,40458,40497,40537,40576,40616,
+    40655,40695,40734,40773,40813,40852,40891,40931,
+    40970,41009,41048,41087,41127,41166,41205,41244,
+    41283,41322,41361,41400,41439,41478,41517,41556,
+    41595,41633,41672,41711,41750,41788,41827,41866,
+    41904,41943,41982,42020,42059,42097,42136,42174,
+    42213,42251,42290,42328,42366,42405,42443,42481,
+    42520,42558,42596,42634,42672,42711,42749,42787,
+    42825,42863,42901,42939,42977,43015,43053,43091,
+    43128,43166,43204,43242,43280,43317,43355,43393,
+    43430,43468,43506,43543,43581,43618,43656,43693,
+    43731,43768,43806,43843,43880,43918,43955,43992,
+    44029,44067,44104,44141,44178,44215,44252,44289,
+    44326,44363,44400,44437,44474,44511,44548,44585,
+    44622,44659,44695,44732,44769,44806,44842,44879,
+    44915,44952,44989,45025,45062,45098,45135,45171,
+    45207,45244,45280,45316,45353,45389,45425,45462,
+    45498,45534,45570,45606,45642,45678,45714,45750,
+    45786,45822,45858,45894,45930,45966,46002,46037,
+    46073,46109,46145,46180,46216,46252,46287,46323,
+    46358,46394,46429,46465,46500,46536,46571,46606,
+    46642,46677,46712,46747,46783,46818,46853,46888,
+    46923,46958,46993,47028,47063,47098,47133,47168,
+    47203,47238,47273,47308,47342,47377,47412,47446,
+    47481,47516,47550,47585,47619,47654,47688,47723,
+    47757,47792,47826,47860,47895,47929,47963,47998,
+    48032,48066,48100,48134,48168,48202,48237,48271,
+    48305,48338,48372,48406,48440,48474,48508,48542,
+    48575,48609,48643,48676,48710,48744,48777,48811,
+    48844,48878,48911,48945,48978,49012,49045,49078,
+    49112,49145,49178,49211,49244,49278,49311,49344,
+    49377,49410,49443,49476,49509,49542,49575,49608,
+    49640,49673,49706,49739,49771,49804,49837,49869,
+    49902,49935,49967,50000,50032,50065,50097,50129,
+    50162,50194,50226,50259,50291,50323,50355,50387,
+    50420,50452,50484,50516,50548,50580,50612,50644,
+    50675,50707,50739,50771,50803,50834,50866,50898,
+    50929,50961,50993,51024,51056,51087,51119,51150,
+    51182,51213,51244,51276,51307,51338,51369,51401,
+    51432,51463,51494,51525,51556,51587,51618,51649,
+    51680,51711,51742,51773,51803,51834,51865,51896,
+    51926,51957,51988,52018,52049,52079,52110,52140,
+    52171,52201,52231,52262,52292,52322,52353,52383,
+    52413,52443,52473,52503,52534,52564,52594,52624,
+    52653,52683,52713,52743,52773,52803,52832,52862,
+    52892,52922,52951,52981,53010,53040,53069,53099,
+    53128,53158,53187,53216,53246,53275,53304,53334,
+    53363,53392,53421,53450,53479,53508,53537,53566,
+    53595,53624,53653,53682,53711,53739,53768,53797,
+    53826,53854,53883,53911,53940,53969,53997,54026,
+    54054,54082,54111,54139,54167,54196,54224,54252,
+    54280,54308,54337,54365,54393,54421,54449,54477,
+    54505,54533,54560,54588,54616,54644,54672,54699,
+    54727,54755,54782,54810,54837,54865,54892,54920,
+    54947,54974,55002,55029,55056,55084,55111,55138,
+    55165,55192,55219,55246,55274,55300,55327,55354,
+    55381,55408,55435,55462,55489,55515,55542,55569,
+    55595,55622,55648,55675,55701,55728,55754,55781,
+    55807,55833,55860,55886,55912,55938,55965,55991,
+    56017,56043,56069,56095,56121,56147,56173,56199,
+    56225,56250,56276,56302,56328,56353,56379,56404,
+    56430,56456,56481,56507,56532,56557,56583,56608,
+    56633,56659,56684,56709,56734,56760,56785,56810,
+    56835,56860,56885,56910,56935,56959,56984,57009,
+    57034,57059,57083,57108,57133,57157,57182,57206,
+    57231,57255,57280,57304,57329,57353,57377,57402,
+    57426,57450,57474,57498,57522,57546,57570,57594,
+    57618,57642,57666,57690,57714,57738,57762,57785,
+    57809,57833,57856,57880,57903,57927,57950,57974,
+    57997,58021,58044,58067,58091,58114,58137,58160,
+    58183,58207,58230,58253,58276,58299,58322,58345,
+    58367,58390,58413,58436,58459,58481,58504,58527,
+    58549,58572,58594,58617,58639,58662,58684,58706,
+    58729,58751,58773,58795,58818,58840,58862,58884,
+    58906,58928,58950,58972,58994,59016,59038,59059,
+    59081,59103,59125,59146,59168,59190,59211,59233,
+    59254,59276,59297,59318,59340,59361,59382,59404,
+    59425,59446,59467,59488,59509,59530,59551,59572,
+    59593,59614,59635,59656,59677,59697,59718,59739,
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+};
+
+
+
+angle_t tantoangle[2049] =
+{
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+    489851968,490041696,490231328,490420896,490610336,490799712,490988960,491178144,
+    491367232,491556224,491745120,491933920,492122656,492311264,492499808,492688256,
+    492876608,493064864,493253056,493441120,493629120,493817024,494004832,494192544,
+    494380160,494567712,494755136,494942496,495129760,495316928,495504000,495691008,
+    495877888,496064704,496251424,496438048,496624608,496811040,496997408,497183680,
+    497369856,497555936,497741920,497927840,498113632,498299360,498484992,498670560,
+    498856000,499041376,499226656,499411840,499596928,499781920,499966848,500151680,
+    500336416,500521056,500705600,500890080,501074464,501258752,501442944,501627040,
+    501811072,501995008,502178848,502362592,502546240,502729824,502913312,503096704,
+    503280000,503463232,503646368,503829408,504012352,504195200,504377984,504560672,
+    504743264,504925760,505108192,505290496,505472736,505654912,505836960,506018944,
+    506200832,506382624,506564320,506745952,506927488,507108928,507290272,507471552,
+    507652736,507833824,508014816,508195744,508376576,508557312,508737952,508918528,
+    509099008,509279392,509459680,509639904,509820032,510000064,510180000,510359872,
+    510539648,510719328,510898944,511078432,511257856,511437216,511616448,511795616,
+    511974688,512153664,512332576,512511392,512690112,512868768,513047296,513225792,
+    513404160,513582432,513760640,513938784,514116800,514294752,514472608,514650368,
+    514828064,515005664,515183168,515360608,515537952,515715200,515892352,516069440,
+    516246432,516423328,516600160,516776896,516953536,517130112,517306592,517482976,
+    517659264,517835488,518011616,518187680,518363648,518539520,518715296,518891008,
+    519066624,519242144,519417600,519592960,519768256,519943424,520118528,520293568,
+    520468480,520643328,520818112,520992800,521167392,521341888,521516320,521690656,
+    521864896,522039072,522213152,522387168,522561056,522734912,522908640,523082304,
+    523255872,523429376,523602784,523776096,523949312,524122464,524295552,524468512,
+    524641440,524814240,524986976,525159616,525332192,525504640,525677056,525849344,
+    526021568,526193728,526365792,526537760,526709632,526881440,527053152,527224800,
+    527396352,527567840,527739200,527910528,528081728,528252864,528423936,528594880,
+    528765760,528936576,529107296,529277920,529448480,529618944,529789344,529959648,
+    530129856,530300000,530470048,530640000,530809888,530979712,531149440,531319072,
+    531488608,531658080,531827488,531996800,532166016,532335168,532504224,532673184,
+    532842080,533010912,533179616,533348288,533516832,533685312,533853728,534022048,
+    534190272,534358432,534526496,534694496,534862400,535030240,535197984,535365632,
+    535533216,535700704,535868128,536035456,536202720,536369888,536536992,536704000,
+    536870912
+};
+
--- /dev/null
+++ b/src/tables.h
@@ -1,0 +1,103 @@
+// Emacs style mode select   -*- C++ -*- 
+//-----------------------------------------------------------------------------
+//
+// $Id: tables.h 4 2005-07-23 16:19:41Z fraggle $
+//
+// Copyright (C) 1993-1996 by id Software, Inc.
+//
+// This source is available for distribution and/or modification
+// only under the terms of the DOOM Source Code License as
+// published by id Software. All rights reserved.
+//
+// The source is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
+// for more details.
+//
+// DESCRIPTION:
+//	Lookup tables.
+//	Do not try to look them up :-).
+//	In the order of appearance: 
+//
+//	int finetangent[4096]	- Tangens LUT.
+//	 Should work with BAM fairly well (12 of 16bit,
+//      effectively, by shifting).
+//
+//	int finesine[10240]		- Sine lookup.
+//	 Guess what, serves as cosine, too.
+//	 Remarkable thing is, how to use BAMs with this? 
+//
+//	int tantoangle[2049]	- ArcTan LUT,
+//	  maps tan(angle) to angle fast. Gotta search.	
+//    
+//-----------------------------------------------------------------------------
+
+
+#ifndef __TABLES__
+#define __TABLES__
+
+
+
+#ifdef LINUX
+#include <math.h>
+#else
+#define PI				3.141592657
+#endif
+
+
+#include "m_fixed.h"
+	
+#define FINEANGLES		8192
+#define FINEMASK		(FINEANGLES-1)
+
+
+// 0x100000000 to 0x2000
+#define ANGLETOFINESHIFT	19		
+
+// Effective size is 10240.
+extern  fixed_t		finesine[5*FINEANGLES/4];
+
+// Re-use data, is just PI/2 pahse shift.
+extern  fixed_t*	finecosine;
+
+
+// Effective size is 4096.
+extern fixed_t		finetangent[FINEANGLES/2];
+
+// Binary Angle Measument, BAM.
+#define ANG45			0x20000000
+#define ANG90			0x40000000
+#define ANG180		0x80000000
+#define ANG270		0xc0000000
+
+
+#define SLOPERANGE		2048
+#define SLOPEBITS		11
+#define DBITS			(FRACBITS-SLOPEBITS)
+
+typedef unsigned angle_t;
+
+
+// Effective size is 2049;
+// The +1 size is to handle the case when x==y
+//  without additional checking.
+extern angle_t		tantoangle[SLOPERANGE+1];
+
+
+// Utility function,
+//  called by R_PointToAngle.
+int
+SlopeDiv
+( unsigned	num,
+  unsigned	den);
+
+
+#endif
+//-----------------------------------------------------------------------------
+//
+// $Log$
+// Revision 1.1  2005/07/23 16:20:27  fraggle
+// Initial revision
+//
+//
+//-----------------------------------------------------------------------------
--- /dev/null
+++ b/src/v_video.c
@@ -1,0 +1,496 @@
+// Emacs style mode select   -*- C++ -*- 
+//-----------------------------------------------------------------------------
+//
+// $Id: v_video.c 4 2005-07-23 16:19:41Z fraggle $
+//
+// Copyright (C) 1993-1996 by id Software, Inc.
+//
+// This source is available for distribution and/or modification
+// only under the terms of the DOOM Source Code License as
+// published by id Software. All rights reserved.
+//
+// The source is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
+// for more details.
+//
+// $Log$
+// Revision 1.1  2005/07/23 16:20:30  fraggle
+// Initial revision
+//
+//
+// DESCRIPTION:
+//	Gamma correction LUT stuff.
+//	Functions to draw patches (by post) directly to screen.
+//	Functions to blit a block to the screen.
+//
+//-----------------------------------------------------------------------------
+
+
+static const char
+rcsid[] = "$Id: v_video.c 4 2005-07-23 16:19:41Z fraggle $";
+
+
+#include "i_system.h"
+#include "r_local.h"
+
+#include "doomdef.h"
+#include "doomdata.h"
+
+#include "m_bbox.h"
+#include "m_swap.h"
+
+#include "v_video.h"
+
+
+// Each screen is [SCREENWIDTH*SCREENHEIGHT]; 
+byte*				screens[5];	
+ 
+int				dirtybox[4]; 
+
+
+
+// Now where did these came from?
+byte gammatable[5][256] =
+{
+    {1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,
+     17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,
+     33,34,35,36,37,38,39,40,41,42,43,44,45,46,47,48,
+     49,50,51,52,53,54,55,56,57,58,59,60,61,62,63,64,
+     65,66,67,68,69,70,71,72,73,74,75,76,77,78,79,80,
+     81,82,83,84,85,86,87,88,89,90,91,92,93,94,95,96,
+     97,98,99,100,101,102,103,104,105,106,107,108,109,110,111,112,
+     113,114,115,116,117,118,119,120,121,122,123,124,125,126,127,128,
+     128,129,130,131,132,133,134,135,136,137,138,139,140,141,142,143,
+     144,145,146,147,148,149,150,151,152,153,154,155,156,157,158,159,
+     160,161,162,163,164,165,166,167,168,169,170,171,172,173,174,175,
+     176,177,178,179,180,181,182,183,184,185,186,187,188,189,190,191,
+     192,193,194,195,196,197,198,199,200,201,202,203,204,205,206,207,
+     208,209,210,211,212,213,214,215,216,217,218,219,220,221,222,223,
+     224,225,226,227,228,229,230,231,232,233,234,235,236,237,238,239,
+     240,241,242,243,244,245,246,247,248,249,250,251,252,253,254,255},
+
+    {2,4,5,7,8,10,11,12,14,15,16,18,19,20,21,23,24,25,26,27,29,30,31,
+     32,33,34,36,37,38,39,40,41,42,44,45,46,47,48,49,50,51,52,54,55,
+     56,57,58,59,60,61,62,63,64,65,66,67,69,70,71,72,73,74,75,76,77,
+     78,79,80,81,82,83,84,85,86,87,88,89,90,91,92,93,94,95,96,97,98,
+     99,100,101,102,103,104,105,106,107,108,109,110,111,112,113,114,
+     115,116,117,118,119,120,121,122,123,124,125,126,127,128,129,129,
+     130,131,132,133,134,135,136,137,138,139,140,141,142,143,144,145,
+     146,147,148,148,149,150,151,152,153,154,155,156,157,158,159,160,
+     161,162,163,163,164,165,166,167,168,169,170,171,172,173,174,175,
+     175,176,177,178,179,180,181,182,183,184,185,186,186,187,188,189,
+     190,191,192,193,194,195,196,196,197,198,199,200,201,202,203,204,
+     205,205,206,207,208,209,210,211,212,213,214,214,215,216,217,218,
+     219,220,221,222,222,223,224,225,226,227,228,229,230,230,231,232,
+     233,234,235,236,237,237,238,239,240,241,242,243,244,245,245,246,
+     247,248,249,250,251,252,252,253,254,255},
+
+    {4,7,9,11,13,15,17,19,21,22,24,26,27,29,30,32,33,35,36,38,39,40,42,
+     43,45,46,47,48,50,51,52,54,55,56,57,59,60,61,62,63,65,66,67,68,69,
+     70,72,73,74,75,76,77,78,79,80,82,83,84,85,86,87,88,89,90,91,92,93,
+     94,95,96,97,98,100,101,102,103,104,105,106,107,108,109,110,111,112,
+     113,114,114,115,116,117,118,119,120,121,122,123,124,125,126,127,128,
+     129,130,131,132,133,133,134,135,136,137,138,139,140,141,142,143,144,
+     144,145,146,147,148,149,150,151,152,153,153,154,155,156,157,158,159,
+     160,160,161,162,163,164,165,166,166,167,168,169,170,171,172,172,173,
+     174,175,176,177,178,178,179,180,181,182,183,183,184,185,186,187,188,
+     188,189,190,191,192,193,193,194,195,196,197,197,198,199,200,201,201,
+     202,203,204,205,206,206,207,208,209,210,210,211,212,213,213,214,215,
+     216,217,217,218,219,220,221,221,222,223,224,224,225,226,227,228,228,
+     229,230,231,231,232,233,234,235,235,236,237,238,238,239,240,241,241,
+     242,243,244,244,245,246,247,247,248,249,250,251,251,252,253,254,254,
+     255},
+
+    {8,12,16,19,22,24,27,29,31,34,36,38,40,41,43,45,47,49,50,52,53,55,
+     57,58,60,61,63,64,65,67,68,70,71,72,74,75,76,77,79,80,81,82,84,85,
+     86,87,88,90,91,92,93,94,95,96,98,99,100,101,102,103,104,105,106,107,
+     108,109,110,111,112,113,114,115,116,117,118,119,120,121,122,123,124,
+     125,126,127,128,129,130,131,132,133,134,135,135,136,137,138,139,140,
+     141,142,143,143,144,145,146,147,148,149,150,150,151,152,153,154,155,
+     155,156,157,158,159,160,160,161,162,163,164,165,165,166,167,168,169,
+     169,170,171,172,173,173,174,175,176,176,177,178,179,180,180,181,182,
+     183,183,184,185,186,186,187,188,189,189,190,191,192,192,193,194,195,
+     195,196,197,197,198,199,200,200,201,202,202,203,204,205,205,206,207,
+     207,208,209,210,210,211,212,212,213,214,214,215,216,216,217,218,219,
+     219,220,221,221,222,223,223,224,225,225,226,227,227,228,229,229,230,
+     231,231,232,233,233,234,235,235,236,237,237,238,238,239,240,240,241,
+     242,242,243,244,244,245,246,246,247,247,248,249,249,250,251,251,252,
+     253,253,254,254,255},
+
+    {16,23,28,32,36,39,42,45,48,50,53,55,57,60,62,64,66,68,69,71,73,75,76,
+     78,80,81,83,84,86,87,89,90,92,93,94,96,97,98,100,101,102,103,105,106,
+     107,108,109,110,112,113,114,115,116,117,118,119,120,121,122,123,124,
+     125,126,128,128,129,130,131,132,133,134,135,136,137,138,139,140,141,
+     142,143,143,144,145,146,147,148,149,150,150,151,152,153,154,155,155,
+     156,157,158,159,159,160,161,162,163,163,164,165,166,166,167,168,169,
+     169,170,171,172,172,173,174,175,175,176,177,177,178,179,180,180,181,
+     182,182,183,184,184,185,186,187,187,188,189,189,190,191,191,192,193,
+     193,194,195,195,196,196,197,198,198,199,200,200,201,202,202,203,203,
+     204,205,205,206,207,207,208,208,209,210,210,211,211,212,213,213,214,
+     214,215,216,216,217,217,218,219,219,220,220,221,221,222,223,223,224,
+     224,225,225,226,227,227,228,228,229,229,230,230,231,232,232,233,233,
+     234,234,235,235,236,236,237,237,238,239,239,240,240,241,241,242,242,
+     243,243,244,244,245,245,246,246,247,247,248,248,249,249,250,250,251,
+     251,252,252,253,254,254,255,255}
+};
+
+
+
+int	usegamma;
+			 
+//
+// V_MarkRect 
+// 
+void
+V_MarkRect
+( int		x,
+  int		y,
+  int		width,
+  int		height ) 
+{ 
+    M_AddToBox (dirtybox, x, y); 
+    M_AddToBox (dirtybox, x+width-1, y+height-1); 
+} 
+ 
+
+//
+// V_CopyRect 
+// 
+void
+V_CopyRect
+( int		srcx,
+  int		srcy,
+  int		srcscrn,
+  int		width,
+  int		height,
+  int		destx,
+  int		desty,
+  int		destscrn ) 
+{ 
+    byte*	src;
+    byte*	dest; 
+	 
+#ifdef RANGECHECK 
+    if (srcx<0
+	||srcx+width >SCREENWIDTH
+	|| srcy<0
+	|| srcy+height>SCREENHEIGHT 
+	||destx<0||destx+width >SCREENWIDTH
+	|| desty<0
+	|| desty+height>SCREENHEIGHT 
+	|| (unsigned)srcscrn>4
+	|| (unsigned)destscrn>4)
+    {
+	I_Error ("Bad V_CopyRect");
+    }
+#endif 
+    V_MarkRect (destx, desty, width, height); 
+	 
+    src = screens[srcscrn]+SCREENWIDTH*srcy+srcx; 
+    dest = screens[destscrn]+SCREENWIDTH*desty+destx; 
+
+    for ( ; height>0 ; height--) 
+    { 
+	memcpy (dest, src, width); 
+	src += SCREENWIDTH; 
+	dest += SCREENWIDTH; 
+    } 
+} 
+ 
+
+//
+// V_DrawPatch
+// Masks a column based masked pic to the screen. 
+//
+void
+V_DrawPatch
+( int		x,
+  int		y,
+  int		scrn,
+  patch_t*	patch ) 
+{ 
+
+    int		count;
+    int		col; 
+    column_t*	column; 
+    byte*	desttop;
+    byte*	dest;
+    byte*	source; 
+    int		w; 
+	 
+    y -= SHORT(patch->topoffset); 
+    x -= SHORT(patch->leftoffset); 
+#ifdef RANGECHECK 
+    if (x<0
+	||x+SHORT(patch->width) >SCREENWIDTH
+	|| y<0
+	|| y+SHORT(patch->height)>SCREENHEIGHT 
+	|| (unsigned)scrn>4)
+    {
+      fprintf( stderr, "Patch at %d,%d exceeds LFB\n", x,y );
+      // No I_Error abort - what is up with TNT.WAD?
+      fprintf( stderr, "V_DrawPatch: bad patch (ignored)\n");
+      return;
+    }
+#endif 
+ 
+    if (!scrn)
+	V_MarkRect (x, y, SHORT(patch->width), SHORT(patch->height)); 
+
+    col = 0; 
+    desttop = screens[scrn]+y*SCREENWIDTH+x; 
+	 
+    w = SHORT(patch->width); 
+
+    for ( ; col<w ; x++, col++, desttop++)
+    { 
+	column = (column_t *)((byte *)patch + LONG(patch->columnofs[col])); 
+ 
+	// step through the posts in a column 
+	while (column->topdelta != 0xff ) 
+	{ 
+	    source = (byte *)column + 3; 
+	    dest = desttop + column->topdelta*SCREENWIDTH; 
+	    count = column->length; 
+			 
+	    while (count--) 
+	    { 
+		*dest = *source++; 
+		dest += SCREENWIDTH; 
+	    } 
+	    column = (column_t *)(  (byte *)column + column->length 
+				    + 4 ); 
+	} 
+    }			 
+} 
+ 
+//
+// V_DrawPatchFlipped 
+// Masks a column based masked pic to the screen.
+// Flips horizontally, e.g. to mirror face.
+//
+void
+V_DrawPatchFlipped
+( int		x,
+  int		y,
+  int		scrn,
+  patch_t*	patch ) 
+{ 
+
+    int		count;
+    int		col; 
+    column_t*	column; 
+    byte*	desttop;
+    byte*	dest;
+    byte*	source; 
+    int		w; 
+	 
+    y -= SHORT(patch->topoffset); 
+    x -= SHORT(patch->leftoffset); 
+#ifdef RANGECHECK 
+    if (x<0
+	||x+SHORT(patch->width) >SCREENWIDTH
+	|| y<0
+	|| y+SHORT(patch->height)>SCREENHEIGHT 
+	|| (unsigned)scrn>4)
+    {
+      fprintf( stderr, "Patch origin %d,%d exceeds LFB\n", x,y );
+      I_Error ("Bad V_DrawPatch in V_DrawPatchFlipped");
+    }
+#endif 
+ 
+    if (!scrn)
+	V_MarkRect (x, y, SHORT(patch->width), SHORT(patch->height)); 
+
+    col = 0; 
+    desttop = screens[scrn]+y*SCREENWIDTH+x; 
+	 
+    w = SHORT(patch->width); 
+
+    for ( ; col<w ; x++, col++, desttop++) 
+    { 
+	column = (column_t *)((byte *)patch + LONG(patch->columnofs[w-1-col])); 
+ 
+	// step through the posts in a column 
+	while (column->topdelta != 0xff ) 
+	{ 
+	    source = (byte *)column + 3; 
+	    dest = desttop + column->topdelta*SCREENWIDTH; 
+	    count = column->length; 
+			 
+	    while (count--) 
+	    { 
+		*dest = *source++; 
+		dest += SCREENWIDTH; 
+	    } 
+	    column = (column_t *)(  (byte *)column + column->length 
+				    + 4 ); 
+	} 
+    }			 
+} 
+ 
+
+
+//
+// V_DrawPatchDirect
+// Draws directly to the screen on the pc. 
+//
+void
+V_DrawPatchDirect
+( int		x,
+  int		y,
+  int		scrn,
+  patch_t*	patch ) 
+{
+    V_DrawPatch (x,y,scrn, patch); 
+
+    /*
+    int		count;
+    int		col; 
+    column_t*	column; 
+    byte*	desttop;
+    byte*	dest;
+    byte*	source; 
+    int		w; 
+	 
+    y -= SHORT(patch->topoffset); 
+    x -= SHORT(patch->leftoffset); 
+
+#ifdef RANGECHECK 
+    if (x<0
+	||x+SHORT(patch->width) >SCREENWIDTH
+	|| y<0
+	|| y+SHORT(patch->height)>SCREENHEIGHT 
+	|| (unsigned)scrn>4)
+    {
+	I_Error ("Bad V_DrawPatchDirect");
+    }
+#endif 
+ 
+    //	V_MarkRect (x, y, SHORT(patch->width), SHORT(patch->height)); 
+    desttop = destscreen + y*SCREENWIDTH/4 + (x>>2); 
+	 
+    w = SHORT(patch->width); 
+    for ( col = 0 ; col<w ; col++) 
+    { 
+	outp (SC_INDEX+1,1<<(x&3)); 
+	column = (column_t *)((byte *)patch + LONG(patch->columnofs[col])); 
+ 
+	// step through the posts in a column 
+	 
+	while (column->topdelta != 0xff ) 
+	{ 
+	    source = (byte *)column + 3; 
+	    dest = desttop + column->topdelta*SCREENWIDTH/4; 
+	    count = column->length; 
+ 
+	    while (count--) 
+	    { 
+		*dest = *source++; 
+		dest += SCREENWIDTH/4; 
+	    } 
+	    column = (column_t *)(  (byte *)column + column->length 
+				    + 4 ); 
+	} 
+	if ( ((++x)&3) == 0 ) 
+	    desttop++;	// go to next byte, not next plane 
+    }*/ 
+} 
+ 
+
+
+//
+// V_DrawBlock
+// Draw a linear block of pixels into the view buffer.
+//
+void
+V_DrawBlock
+( int		x,
+  int		y,
+  int		scrn,
+  int		width,
+  int		height,
+  byte*		src ) 
+{ 
+    byte*	dest; 
+	 
+#ifdef RANGECHECK 
+    if (x<0
+	||x+width >SCREENWIDTH
+	|| y<0
+	|| y+height>SCREENHEIGHT 
+	|| (unsigned)scrn>4 )
+    {
+	I_Error ("Bad V_DrawBlock");
+    }
+#endif 
+ 
+    V_MarkRect (x, y, width, height); 
+ 
+    dest = screens[scrn] + y*SCREENWIDTH+x; 
+
+    while (height--) 
+    { 
+	memcpy (dest, src, width); 
+	src += width; 
+	dest += SCREENWIDTH; 
+    } 
+} 
+ 
+
+
+//
+// V_GetBlock
+// Gets a linear block of pixels from the view buffer.
+//
+void
+V_GetBlock
+( int		x,
+  int		y,
+  int		scrn,
+  int		width,
+  int		height,
+  byte*		dest ) 
+{ 
+    byte*	src; 
+	 
+#ifdef RANGECHECK 
+    if (x<0
+	||x+width >SCREENWIDTH
+	|| y<0
+	|| y+height>SCREENHEIGHT 
+	|| (unsigned)scrn>4 )
+    {
+	I_Error ("Bad V_DrawBlock");
+    }
+#endif 
+ 
+    src = screens[scrn] + y*SCREENWIDTH+x; 
+
+    while (height--) 
+    { 
+	memcpy (dest, src, width); 
+	src += SCREENWIDTH; 
+	dest += width; 
+    } 
+} 
+
+
+
+
+//
+// V_Init
+// 
+void V_Init (void) 
+{ 
+    int		i;
+    byte*	base;
+		
+    // stick these in low dos memory on PCs
+
+    base = I_AllocLow (SCREENWIDTH*SCREENHEIGHT*4);
+
+    for (i=0 ; i<4 ; i++)
+	screens[i] = base + i*SCREENWIDTH*SCREENHEIGHT;
+}
--- /dev/null
+++ b/src/v_video.h
@@ -1,0 +1,122 @@
+// Emacs style mode select   -*- C++ -*- 
+//-----------------------------------------------------------------------------
+//
+// $Id: v_video.h 4 2005-07-23 16:19:41Z fraggle $
+//
+// Copyright (C) 1993-1996 by id Software, Inc.
+//
+// This source is available for distribution and/or modification
+// only under the terms of the DOOM Source Code License as
+// published by id Software. All rights reserved.
+//
+// The source is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
+// for more details.
+//
+// DESCRIPTION:
+//	Gamma correction LUT.
+//	Functions to draw patches (by post) directly to screen.
+//	Functions to blit a block to the screen.
+//
+//-----------------------------------------------------------------------------
+
+
+#ifndef __V_VIDEO__
+#define __V_VIDEO__
+
+#include "doomtype.h"
+
+#include "doomdef.h"
+
+// Needed because we are refering to patches.
+#include "r_data.h"
+
+//
+// VIDEO
+//
+
+#define CENTERY			(SCREENHEIGHT/2)
+
+
+// Screen 0 is the screen updated by I_Update screen.
+// Screen 1 is an extra buffer.
+
+
+
+extern	byte*		screens[5];
+
+extern  int	dirtybox[4];
+
+extern	byte	gammatable[5][256];
+extern	int	usegamma;
+
+
+
+// Allocates buffer screens, call before R_Init.
+void V_Init (void);
+
+
+void
+V_CopyRect
+( int		srcx,
+  int		srcy,
+  int		srcscrn,
+  int		width,
+  int		height,
+  int		destx,
+  int		desty,
+  int		destscrn );
+
+void
+V_DrawPatch
+( int		x,
+  int		y,
+  int		scrn,
+  patch_t*	patch);
+
+void
+V_DrawPatchDirect
+( int		x,
+  int		y,
+  int		scrn,
+  patch_t*	patch );
+
+
+// Draw a linear block of pixels into the view buffer.
+void
+V_DrawBlock
+( int		x,
+  int		y,
+  int		scrn,
+  int		width,
+  int		height,
+  byte*		src );
+
+// Reads a linear block of pixels into the view buffer.
+void
+V_GetBlock
+( int		x,
+  int		y,
+  int		scrn,
+  int		width,
+  int		height,
+  byte*		dest );
+
+
+void
+V_MarkRect
+( int		x,
+  int		y,
+  int		width,
+  int		height );
+
+#endif
+//-----------------------------------------------------------------------------
+//
+// $Log$
+// Revision 1.1  2005/07/23 16:20:30  fraggle
+// Initial revision
+//
+//
+//-----------------------------------------------------------------------------
--- /dev/null
+++ b/src/w_wad.c
@@ -1,0 +1,580 @@
+// Emacs style mode select   -*- C++ -*- 
+//-----------------------------------------------------------------------------
+//
+// $Id: w_wad.c 4 2005-07-23 16:19:41Z fraggle $
+//
+// Copyright (C) 1993-1996 by id Software, Inc.
+//
+// This source is available for distribution and/or modification
+// only under the terms of the DOOM Source Code License as
+// published by id Software. All rights reserved.
+//
+// The source is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
+// for more details.
+//
+// $Log$
+// Revision 1.1  2005/07/23 16:20:39  fraggle
+// Initial revision
+//
+//
+// DESCRIPTION:
+//	Handles WAD file header, directory, lump I/O.
+//
+//-----------------------------------------------------------------------------
+
+
+static const char
+rcsid[] = "$Id: w_wad.c 4 2005-07-23 16:19:41Z fraggle $";
+
+
+#ifdef NORMALUNIX
+#include <ctype.h>
+#include <sys/types.h>
+#include <string.h>
+#include <unistd.h>
+#include <malloc.h>
+#include <fcntl.h>
+#include <sys/stat.h>
+#include <alloca.h>
+#define O_BINARY		0
+#endif
+
+#include "doomtype.h"
+#include "m_swap.h"
+#include "i_system.h"
+#include "z_zone.h"
+
+#ifdef __GNUG__
+#pragma implementation "w_wad.h"
+#endif
+#include "w_wad.h"
+
+
+
+
+
+
+//
+// GLOBALS
+//
+
+// Location of each lump on disk.
+lumpinfo_t*		lumpinfo;		
+int			numlumps;
+
+void**			lumpcache;
+
+
+#define strcmpi	strcasecmp
+
+void strupr (char* s)
+{
+    while (*s) { *s = toupper(*s); s++; }
+}
+
+int filelength (int handle) 
+{ 
+    struct stat	fileinfo;
+    
+    if (fstat (handle,&fileinfo) == -1)
+	I_Error ("Error fstating");
+
+    return fileinfo.st_size;
+}
+
+
+void
+ExtractFileBase
+( char*		path,
+  char*		dest )
+{
+    char*	src;
+    int		length;
+
+    src = path + strlen(path) - 1;
+    
+    // back up until a \ or the start
+    while (src != path
+	   && *(src-1) != '\\'
+	   && *(src-1) != '/')
+    {
+	src--;
+    }
+    
+    // copy up to eight characters
+    memset (dest,0,8);
+    length = 0;
+    
+    while (*src && *src != '.')
+    {
+	if (++length == 9)
+	    I_Error ("Filename base of %s >8 chars",path);
+
+	*dest++ = toupper((int)*src++);
+    }
+}
+
+
+
+
+
+//
+// LUMP BASED ROUTINES.
+//
+
+//
+// W_AddFile
+// All files are optional, but at least one file must be
+//  found (PWAD, if all required lumps are present).
+// Files with a .wad extension are wadlink files
+//  with multiple lumps.
+// Other files are single lumps with the base filename
+//  for the lump name.
+//
+// If filename starts with a tilde, the file is handled
+//  specially to allow map reloads.
+// But: the reload feature is a fragile hack...
+
+int			reloadlump;
+char*			reloadname;
+
+
+void W_AddFile (char *filename)
+{
+    wadinfo_t		header;
+    lumpinfo_t*		lump_p;
+    unsigned		i;
+    int			handle;
+    int			length;
+    int			startlump;
+    filelump_t*		fileinfo;
+    filelump_t		singleinfo;
+    int			storehandle;
+    
+    // open the file and add to directory
+
+    // handle reload indicator.
+    if (filename[0] == '~')
+    {
+	filename++;
+	reloadname = filename;
+	reloadlump = numlumps;
+    }
+		
+    if ( (handle = open (filename,O_RDONLY | O_BINARY)) == -1)
+    {
+	printf (" couldn't open %s\n",filename);
+	return;
+    }
+
+    printf (" adding %s\n",filename);
+    startlump = numlumps;
+	
+    if (strcmpi (filename+strlen(filename)-3 , "wad" ) )
+    {
+	// single lump file
+	fileinfo = &singleinfo;
+	singleinfo.filepos = 0;
+	singleinfo.size = LONG(filelength(handle));
+	ExtractFileBase (filename, singleinfo.name);
+	numlumps++;
+    }
+    else 
+    {
+	// WAD file
+	read (handle, &header, sizeof(header));
+	if (strncmp(header.identification,"IWAD",4))
+	{
+	    // Homebrew levels?
+	    if (strncmp(header.identification,"PWAD",4))
+	    {
+		I_Error ("Wad file %s doesn't have IWAD "
+			 "or PWAD id\n", filename);
+	    }
+	    
+	    // ???modifiedgame = true;		
+	}
+	header.numlumps = LONG(header.numlumps);
+	header.infotableofs = LONG(header.infotableofs);
+	length = header.numlumps*sizeof(filelump_t);
+	fileinfo = alloca (length);
+	lseek (handle, header.infotableofs, SEEK_SET);
+	read (handle, fileinfo, length);
+	numlumps += header.numlumps;
+    }
+
+    
+    // Fill in lumpinfo
+    lumpinfo = realloc (lumpinfo, numlumps*sizeof(lumpinfo_t));
+
+    if (!lumpinfo)
+	I_Error ("Couldn't realloc lumpinfo");
+
+    lump_p = &lumpinfo[startlump];
+	
+    storehandle = reloadname ? -1 : handle;
+	
+    for (i=startlump ; i<numlumps ; i++,lump_p++, fileinfo++)
+    {
+	lump_p->handle = storehandle;
+	lump_p->position = LONG(fileinfo->filepos);
+	lump_p->size = LONG(fileinfo->size);
+	strncpy (lump_p->name, fileinfo->name, 8);
+    }
+	
+    if (reloadname)
+	close (handle);
+}
+
+
+
+
+//
+// W_Reload
+// Flushes any of the reloadable lumps in memory
+//  and reloads the directory.
+//
+void W_Reload (void)
+{
+    wadinfo_t		header;
+    int			lumpcount;
+    lumpinfo_t*		lump_p;
+    unsigned		i;
+    int			handle;
+    int			length;
+    filelump_t*		fileinfo;
+	
+    if (!reloadname)
+	return;
+		
+    if ( (handle = open (reloadname,O_RDONLY | O_BINARY)) == -1)
+	I_Error ("W_Reload: couldn't open %s",reloadname);
+
+    read (handle, &header, sizeof(header));
+    lumpcount = LONG(header.numlumps);
+    header.infotableofs = LONG(header.infotableofs);
+    length = lumpcount*sizeof(filelump_t);
+    fileinfo = alloca (length);
+    lseek (handle, header.infotableofs, SEEK_SET);
+    read (handle, fileinfo, length);
+    
+    // Fill in lumpinfo
+    lump_p = &lumpinfo[reloadlump];
+	
+    for (i=reloadlump ;
+	 i<reloadlump+lumpcount ;
+	 i++,lump_p++, fileinfo++)
+    {
+	if (lumpcache[i])
+	    Z_Free (lumpcache[i]);
+
+	lump_p->position = LONG(fileinfo->filepos);
+	lump_p->size = LONG(fileinfo->size);
+    }
+	
+    close (handle);
+}
+
+
+
+//
+// W_InitMultipleFiles
+// Pass a null terminated list of files to use.
+// All files are optional, but at least one file
+//  must be found.
+// Files with a .wad extension are idlink files
+//  with multiple lumps.
+// Other files are single lumps with the base filename
+//  for the lump name.
+// Lump names can appear multiple times.
+// The name searcher looks backwards, so a later file
+//  does override all earlier ones.
+//
+void W_InitMultipleFiles (char** filenames)
+{	
+    int		size;
+    
+    // open all the files, load headers, and count lumps
+    numlumps = 0;
+
+    // will be realloced as lumps are added
+    lumpinfo = malloc(1);	
+
+    for ( ; *filenames ; filenames++)
+	W_AddFile (*filenames);
+
+    if (!numlumps)
+	I_Error ("W_InitFiles: no files found");
+    
+    // set up caching
+    size = numlumps * sizeof(*lumpcache);
+    lumpcache = malloc (size);
+    
+    if (!lumpcache)
+	I_Error ("Couldn't allocate lumpcache");
+
+    memset (lumpcache,0, size);
+}
+
+
+
+
+//
+// W_InitFile
+// Just initialize from a single file.
+//
+void W_InitFile (char* filename)
+{
+    char*	names[2];
+
+    names[0] = filename;
+    names[1] = NULL;
+    W_InitMultipleFiles (names);
+}
+
+
+
+//
+// W_NumLumps
+//
+int W_NumLumps (void)
+{
+    return numlumps;
+}
+
+
+
+//
+// W_CheckNumForName
+// Returns -1 if name not found.
+//
+
+int W_CheckNumForName (char* name)
+{
+    union {
+	char	s[9];
+	int	x[2];
+	
+    } name8;
+    
+    int		v1;
+    int		v2;
+    lumpinfo_t*	lump_p;
+
+    // make the name into two integers for easy compares
+    strncpy (name8.s,name,8);
+
+    // in case the name was a fill 8 chars
+    name8.s[8] = 0;
+
+    // case insensitive
+    strupr (name8.s);		
+
+    v1 = name8.x[0];
+    v2 = name8.x[1];
+
+
+    // scan backwards so patch lump files take precedence
+    lump_p = lumpinfo + numlumps;
+
+    while (lump_p-- != lumpinfo)
+    {
+	if ( *(int *)lump_p->name == v1
+	     && *(int *)&lump_p->name[4] == v2)
+	{
+	    return lump_p - lumpinfo;
+	}
+    }
+
+    // TFB. Not found.
+    return -1;
+}
+
+
+
+
+//
+// W_GetNumForName
+// Calls W_CheckNumForName, but bombs out if not found.
+//
+int W_GetNumForName (char* name)
+{
+    int	i;
+
+    i = W_CheckNumForName (name);
+    
+    if (i == -1)
+      I_Error ("W_GetNumForName: %s not found!", name);
+      
+    return i;
+}
+
+
+//
+// W_LumpLength
+// Returns the buffer size needed to load the given lump.
+//
+int W_LumpLength (int lump)
+{
+    if (lump >= numlumps)
+	I_Error ("W_LumpLength: %i >= numlumps",lump);
+
+    return lumpinfo[lump].size;
+}
+
+
+
+//
+// W_ReadLump
+// Loads the lump into the given buffer,
+//  which must be >= W_LumpLength().
+//
+void
+W_ReadLump
+( int		lump,
+  void*		dest )
+{
+    int		c;
+    lumpinfo_t*	l;
+    int		handle;
+	
+    if (lump >= numlumps)
+	I_Error ("W_ReadLump: %i >= numlumps",lump);
+
+    l = lumpinfo+lump;
+	
+    // ??? I_BeginRead ();
+	
+    if (l->handle == -1)
+    {
+	// reloadable file, so use open / read / close
+	if ( (handle = open (reloadname,O_RDONLY | O_BINARY)) == -1)
+	    I_Error ("W_ReadLump: couldn't open %s",reloadname);
+    }
+    else
+	handle = l->handle;
+		
+    lseek (handle, l->position, SEEK_SET);
+    c = read (handle, dest, l->size);
+
+    if (c < l->size)
+	I_Error ("W_ReadLump: only read %i of %i on lump %i",
+		 c,l->size,lump);	
+
+    if (l->handle == -1)
+	close (handle);
+		
+    // ??? I_EndRead ();
+}
+
+
+
+
+//
+// W_CacheLumpNum
+//
+void*
+W_CacheLumpNum
+( int		lump,
+  int		tag )
+{
+    byte*	ptr;
+
+    if ((unsigned)lump >= numlumps)
+	I_Error ("W_CacheLumpNum: %i >= numlumps",lump);
+		
+    if (!lumpcache[lump])
+    {
+	// read the lump in
+	
+	//printf ("cache miss on lump %i\n",lump);
+	ptr = Z_Malloc (W_LumpLength (lump), tag, &lumpcache[lump]);
+	W_ReadLump (lump, lumpcache[lump]);
+    }
+    else
+    {
+	//printf ("cache hit on lump %i\n",lump);
+	Z_ChangeTag (lumpcache[lump],tag);
+    }
+	
+    return lumpcache[lump];
+}
+
+
+
+//
+// W_CacheLumpName
+//
+void*
+W_CacheLumpName
+( char*		name,
+  int		tag )
+{
+    return W_CacheLumpNum (W_GetNumForName(name), tag);
+}
+
+
+//
+// W_Profile
+//
+int		info[2500][10];
+int		profilecount;
+
+void W_Profile (void)
+{
+    int		i;
+    memblock_t*	block;
+    void*	ptr;
+    char	ch;
+    FILE*	f;
+    int		j;
+    char	name[9];
+	
+	
+    for (i=0 ; i<numlumps ; i++)
+    {	
+	ptr = lumpcache[i];
+	if (!ptr)
+	{
+	    ch = ' ';
+	    continue;
+	}
+	else
+	{
+	    block = (memblock_t *) ( (byte *)ptr - sizeof(memblock_t));
+	    if (block->tag < PU_PURGELEVEL)
+		ch = 'S';
+	    else
+		ch = 'P';
+	}
+	info[i][profilecount] = ch;
+    }
+    profilecount++;
+	
+    f = fopen ("waddump.txt","w");
+    name[8] = 0;
+
+    for (i=0 ; i<numlumps ; i++)
+    {
+	memcpy (name,lumpinfo[i].name,8);
+
+	for (j=0 ; j<8 ; j++)
+	    if (!name[j])
+		break;
+
+	for ( ; j<8 ; j++)
+	    name[j] = ' ';
+
+	fprintf (f,"%s ",name);
+
+	for (j=0 ; j<profilecount ; j++)
+	    fprintf (f,"    %c",info[i][j]);
+
+	fprintf (f,"\n");
+    }
+    fclose (f);
+}
+
+
--- /dev/null
+++ b/src/w_wad.h
@@ -1,0 +1,92 @@
+// Emacs style mode select   -*- C++ -*- 
+//-----------------------------------------------------------------------------
+//
+// $Id: w_wad.h 4 2005-07-23 16:19:41Z fraggle $
+//
+// Copyright (C) 1993-1996 by id Software, Inc.
+//
+// This source is available for distribution and/or modification
+// only under the terms of the DOOM Source Code License as
+// published by id Software. All rights reserved.
+//
+// The source is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
+// for more details.
+//
+// DESCRIPTION:
+//	WAD I/O functions.
+//
+//-----------------------------------------------------------------------------
+
+
+#ifndef __W_WAD__
+#define __W_WAD__
+
+
+#ifdef __GNUG__
+#pragma interface
+#endif
+
+
+//
+// TYPES
+//
+typedef struct
+{
+    // Should be "IWAD" or "PWAD".
+    char		identification[4];		
+    int			numlumps;
+    int			infotableofs;
+    
+} wadinfo_t;
+
+
+typedef struct
+{
+    int			filepos;
+    int			size;
+    char		name[8];
+    
+} filelump_t;
+
+//
+// WADFILE I/O related stuff.
+//
+typedef struct
+{
+    char	name[8];
+    int		handle;
+    int		position;
+    int		size;
+} lumpinfo_t;
+
+
+extern	void**		lumpcache;
+extern	lumpinfo_t*	lumpinfo;
+extern	int		numlumps;
+
+void    W_InitMultipleFiles (char** filenames);
+void    W_Reload (void);
+
+int	W_CheckNumForName (char* name);
+int	W_GetNumForName (char* name);
+
+int	W_LumpLength (int lump);
+void    W_ReadLump (int lump, void *dest);
+
+void*	W_CacheLumpNum (int lump, int tag);
+void*	W_CacheLumpName (char* name, int tag);
+
+
+
+
+#endif
+//-----------------------------------------------------------------------------
+//
+// $Log$
+// Revision 1.1  2005/07/23 16:20:39  fraggle
+// Initial revision
+//
+//
+//-----------------------------------------------------------------------------
--- /dev/null
+++ b/src/wi_stuff.c
@@ -1,0 +1,1853 @@
+// Emacs style mode select   -*- C++ -*- 
+//-----------------------------------------------------------------------------
+//
+// $Id: wi_stuff.c 4 2005-07-23 16:19:41Z fraggle $
+//
+// Copyright (C) 1993-1996 by id Software, Inc.
+//
+// This source is available for distribution and/or modification
+// only under the terms of the DOOM Source Code License as
+// published by id Software. All rights reserved.
+//
+// The source is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
+// for more details.
+//
+// $Log$
+// Revision 1.1  2005/07/23 16:19:48  fraggle
+// Initial revision
+//
+//
+// DESCRIPTION:
+//	Intermission screens.
+//
+//-----------------------------------------------------------------------------
+
+static const char
+rcsid[] = "$Id: wi_stuff.c 4 2005-07-23 16:19:41Z fraggle $";
+
+#include <stdio.h>
+
+#include "z_zone.h"
+
+#include "m_random.h"
+#include "m_swap.h"
+
+#include "i_system.h"
+
+#include "w_wad.h"
+
+#include "g_game.h"
+
+#include "r_local.h"
+#include "s_sound.h"
+
+#include "doomstat.h"
+
+// Data.
+#include "sounds.h"
+
+// Needs access to LFB.
+#include "v_video.h"
+
+#include "wi_stuff.h"
+
+//
+// Data needed to add patches to full screen intermission pics.
+// Patches are statistics messages, and animations.
+// Loads of by-pixel layout and placement, offsets etc.
+//
+
+
+//
+// Different vetween registered DOOM (1994) and
+//  Ultimate DOOM - Final edition (retail, 1995?).
+// This is supposedly ignored for commercial
+//  release (aka DOOM II), which had 34 maps
+//  in one episode. So there.
+#define NUMEPISODES	4
+#define NUMMAPS		9
+
+
+// in tics
+//U #define PAUSELEN		(TICRATE*2) 
+//U #define SCORESTEP		100
+//U #define ANIMPERIOD		32
+// pixel distance from "(YOU)" to "PLAYER N"
+//U #define STARDIST		10 
+//U #define WK 1
+
+
+// GLOBAL LOCATIONS
+#define WI_TITLEY		2
+#define WI_SPACINGY    		33
+
+// SINGPLE-PLAYER STUFF
+#define SP_STATSX		50
+#define SP_STATSY		50
+
+#define SP_TIMEX		16
+#define SP_TIMEY		(SCREENHEIGHT-32)
+
+
+// NET GAME STUFF
+#define NG_STATSY		50
+#define NG_STATSX		(32 + SHORT(star->width)/2 + 32*!dofrags)
+
+#define NG_SPACINGX    		64
+
+
+// DEATHMATCH STUFF
+#define DM_MATRIXX		42
+#define DM_MATRIXY		68
+
+#define DM_SPACINGX		40
+
+#define DM_TOTALSX		269
+
+#define DM_KILLERSX		10
+#define DM_KILLERSY		100
+#define DM_VICTIMSX    		5
+#define DM_VICTIMSY		50
+
+
+
+
+typedef enum
+{
+    ANIM_ALWAYS,
+    ANIM_RANDOM,
+    ANIM_LEVEL
+
+} animenum_t;
+
+typedef struct
+{
+    int		x;
+    int		y;
+    
+} point_t;
+
+
+//
+// Animation.
+// There is another anim_t used in p_spec.
+//
+typedef struct
+{
+    animenum_t	type;
+
+    // period in tics between animations
+    int		period;
+
+    // number of animation frames
+    int		nanims;
+
+    // location of animation
+    point_t	loc;
+
+    // ALWAYS: n/a,
+    // RANDOM: period deviation (<256),
+    // LEVEL: level
+    int		data1;
+
+    // ALWAYS: n/a,
+    // RANDOM: random base period,
+    // LEVEL: n/a
+    int		data2; 
+
+    // actual graphics for frames of animations
+    patch_t*	p[3]; 
+
+    // following must be initialized to zero before use!
+
+    // next value of bcnt (used in conjunction with period)
+    int		nexttic;
+
+    // last drawn animation frame
+    int		lastdrawn;
+
+    // next frame number to animate
+    int		ctr;
+    
+    // used by RANDOM and LEVEL when animating
+    int		state;  
+
+} anim_t;
+
+
+static point_t lnodes[NUMEPISODES][NUMMAPS] =
+{
+    // Episode 0 World Map
+    {
+	{ 185, 164 },	// location of level 0 (CJ)
+	{ 148, 143 },	// location of level 1 (CJ)
+	{ 69, 122 },	// location of level 2 (CJ)
+	{ 209, 102 },	// location of level 3 (CJ)
+	{ 116, 89 },	// location of level 4 (CJ)
+	{ 166, 55 },	// location of level 5 (CJ)
+	{ 71, 56 },	// location of level 6 (CJ)
+	{ 135, 29 },	// location of level 7 (CJ)
+	{ 71, 24 }	// location of level 8 (CJ)
+    },
+
+    // Episode 1 World Map should go here
+    {
+	{ 254, 25 },	// location of level 0 (CJ)
+	{ 97, 50 },	// location of level 1 (CJ)
+	{ 188, 64 },	// location of level 2 (CJ)
+	{ 128, 78 },	// location of level 3 (CJ)
+	{ 214, 92 },	// location of level 4 (CJ)
+	{ 133, 130 },	// location of level 5 (CJ)
+	{ 208, 136 },	// location of level 6 (CJ)
+	{ 148, 140 },	// location of level 7 (CJ)
+	{ 235, 158 }	// location of level 8 (CJ)
+    },
+
+    // Episode 2 World Map should go here
+    {
+	{ 156, 168 },	// location of level 0 (CJ)
+	{ 48, 154 },	// location of level 1 (CJ)
+	{ 174, 95 },	// location of level 2 (CJ)
+	{ 265, 75 },	// location of level 3 (CJ)
+	{ 130, 48 },	// location of level 4 (CJ)
+	{ 279, 23 },	// location of level 5 (CJ)
+	{ 198, 48 },	// location of level 6 (CJ)
+	{ 140, 25 },	// location of level 7 (CJ)
+	{ 281, 136 }	// location of level 8 (CJ)
+    }
+
+};
+
+
+//
+// Animation locations for episode 0 (1).
+// Using patches saves a lot of space,
+//  as they replace 320x200 full screen frames.
+//
+static anim_t epsd0animinfo[] =
+{
+    { ANIM_ALWAYS, TICRATE/3, 3, { 224, 104 } },
+    { ANIM_ALWAYS, TICRATE/3, 3, { 184, 160 } },
+    { ANIM_ALWAYS, TICRATE/3, 3, { 112, 136 } },
+    { ANIM_ALWAYS, TICRATE/3, 3, { 72, 112 } },
+    { ANIM_ALWAYS, TICRATE/3, 3, { 88, 96 } },
+    { ANIM_ALWAYS, TICRATE/3, 3, { 64, 48 } },
+    { ANIM_ALWAYS, TICRATE/3, 3, { 192, 40 } },
+    { ANIM_ALWAYS, TICRATE/3, 3, { 136, 16 } },
+    { ANIM_ALWAYS, TICRATE/3, 3, { 80, 16 } },
+    { ANIM_ALWAYS, TICRATE/3, 3, { 64, 24 } }
+};
+
+static anim_t epsd1animinfo[] =
+{
+    { ANIM_LEVEL, TICRATE/3, 1, { 128, 136 }, 1 },
+    { ANIM_LEVEL, TICRATE/3, 1, { 128, 136 }, 2 },
+    { ANIM_LEVEL, TICRATE/3, 1, { 128, 136 }, 3 },
+    { ANIM_LEVEL, TICRATE/3, 1, { 128, 136 }, 4 },
+    { ANIM_LEVEL, TICRATE/3, 1, { 128, 136 }, 5 },
+    { ANIM_LEVEL, TICRATE/3, 1, { 128, 136 }, 6 },
+    { ANIM_LEVEL, TICRATE/3, 1, { 128, 136 }, 7 },
+    { ANIM_LEVEL, TICRATE/3, 3, { 192, 144 }, 8 },
+    { ANIM_LEVEL, TICRATE/3, 1, { 128, 136 }, 8 }
+};
+
+static anim_t epsd2animinfo[] =
+{
+    { ANIM_ALWAYS, TICRATE/3, 3, { 104, 168 } },
+    { ANIM_ALWAYS, TICRATE/3, 3, { 40, 136 } },
+    { ANIM_ALWAYS, TICRATE/3, 3, { 160, 96 } },
+    { ANIM_ALWAYS, TICRATE/3, 3, { 104, 80 } },
+    { ANIM_ALWAYS, TICRATE/3, 3, { 120, 32 } },
+    { ANIM_ALWAYS, TICRATE/4, 3, { 40, 0 } }
+};
+
+static int NUMANIMS[NUMEPISODES] =
+{
+    sizeof(epsd0animinfo)/sizeof(anim_t),
+    sizeof(epsd1animinfo)/sizeof(anim_t),
+    sizeof(epsd2animinfo)/sizeof(anim_t)
+};
+
+static anim_t *anims[NUMEPISODES] =
+{
+    epsd0animinfo,
+    epsd1animinfo,
+    epsd2animinfo
+};
+
+
+//
+// GENERAL DATA
+//
+
+//
+// Locally used stuff.
+//
+#define FB 0
+
+
+// States for single-player
+#define SP_KILLS		0
+#define SP_ITEMS		2
+#define SP_SECRET		4
+#define SP_FRAGS		6 
+#define SP_TIME			8 
+#define SP_PAR			ST_TIME
+
+#define SP_PAUSE		1
+
+// in seconds
+#define SHOWNEXTLOCDELAY	4
+//#define SHOWLASTLOCDELAY	SHOWNEXTLOCDELAY
+
+
+// used to accelerate or skip a stage
+static int		acceleratestage;
+
+// wbs->pnum
+static int		me;
+
+ // specifies current state
+static stateenum_t	state;
+
+// contains information passed into intermission
+static wbstartstruct_t*	wbs;
+
+static wbplayerstruct_t* plrs;  // wbs->plyr[]
+
+// used for general timing
+static int 		cnt;  
+
+// used for timing of background animation
+static int 		bcnt;
+
+// signals to refresh everything for one frame
+static int 		firstrefresh; 
+
+static int		cnt_kills[MAXPLAYERS];
+static int		cnt_items[MAXPLAYERS];
+static int		cnt_secret[MAXPLAYERS];
+static int		cnt_time;
+static int		cnt_par;
+static int		cnt_pause;
+
+// # of commercial levels
+static int		NUMCMAPS; 
+
+
+//
+//	GRAPHICS
+//
+
+// background (map of levels).
+static patch_t*		bg;
+
+// You Are Here graphic
+static patch_t*		yah[2]; 
+
+// splat
+static patch_t*		splat;
+
+// %, : graphics
+static patch_t*		percent;
+static patch_t*		colon;
+
+// 0-9 graphic
+static patch_t*		num[10];
+
+// minus sign
+static patch_t*		wiminus;
+
+// "Finished!" graphics
+static patch_t*		finished;
+
+// "Entering" graphic
+static patch_t*		entering; 
+
+// "secret"
+static patch_t*		sp_secret;
+
+ // "Kills", "Scrt", "Items", "Frags"
+static patch_t*		kills;
+static patch_t*		secret;
+static patch_t*		items;
+static patch_t*		frags;
+
+// Time sucks.
+static patch_t*		time;
+static patch_t*		par;
+static patch_t*		sucks;
+
+// "killers", "victims"
+static patch_t*		killers;
+static patch_t*		victims; 
+
+// "Total", your face, your dead face
+static patch_t*		total;
+static patch_t*		star;
+static patch_t*		bstar;
+
+// "red P[1..MAXPLAYERS]"
+static patch_t*		p[MAXPLAYERS];
+
+// "gray P[1..MAXPLAYERS]"
+static patch_t*		bp[MAXPLAYERS];
+
+ // Name graphics of each level (centered)
+static patch_t**	lnames;
+
+//
+// CODE
+//
+
+// slam background
+// UNUSED static unsigned char *background=0;
+
+
+void WI_slamBackground(void)
+{
+    memcpy(screens[0], screens[1], SCREENWIDTH * SCREENHEIGHT);
+    V_MarkRect (0, 0, SCREENWIDTH, SCREENHEIGHT);
+}
+
+// The ticker is used to detect keys
+//  because of timing issues in netgames.
+boolean WI_Responder(event_t* ev)
+{
+    return false;
+}
+
+
+// Draws "<Levelname> Finished!"
+void WI_drawLF(void)
+{
+    int y = WI_TITLEY;
+
+    // draw <LevelName> 
+    V_DrawPatch((SCREENWIDTH - SHORT(lnames[wbs->last]->width))/2,
+		y, FB, lnames[wbs->last]);
+
+    // draw "Finished!"
+    y += (5*SHORT(lnames[wbs->last]->height))/4;
+    
+    V_DrawPatch((SCREENWIDTH - SHORT(finished->width))/2,
+		y, FB, finished);
+}
+
+
+
+// Draws "Entering <LevelName>"
+void WI_drawEL(void)
+{
+    int y = WI_TITLEY;
+
+    // draw "Entering"
+    V_DrawPatch((SCREENWIDTH - SHORT(entering->width))/2,
+		y, FB, entering);
+
+    // draw level
+    y += (5*SHORT(lnames[wbs->next]->height))/4;
+
+    V_DrawPatch((SCREENWIDTH - SHORT(lnames[wbs->next]->width))/2,
+		y, FB, lnames[wbs->next]);
+
+}
+
+void
+WI_drawOnLnode
+( int		n,
+  patch_t*	c[] )
+{
+
+    int		i;
+    int		left;
+    int		top;
+    int		right;
+    int		bottom;
+    boolean	fits = false;
+
+    i = 0;
+    do
+    {
+	left = lnodes[wbs->epsd][n].x - SHORT(c[i]->leftoffset);
+	top = lnodes[wbs->epsd][n].y - SHORT(c[i]->topoffset);
+	right = left + SHORT(c[i]->width);
+	bottom = top + SHORT(c[i]->height);
+
+	if (left >= 0
+	    && right < SCREENWIDTH
+	    && top >= 0
+	    && bottom < SCREENHEIGHT)
+	{
+	    fits = true;
+	}
+	else
+	{
+	    i++;
+	}
+    } while (!fits && i!=2);
+
+    if (fits && i<2)
+    {
+	V_DrawPatch(lnodes[wbs->epsd][n].x, lnodes[wbs->epsd][n].y,
+		    FB, c[i]);
+    }
+    else
+    {
+	// DEBUG
+	printf("Could not place patch on level %d", n+1); 
+    }
+}
+
+
+
+void WI_initAnimatedBack(void)
+{
+    int		i;
+    anim_t*	a;
+
+    if (gamemode == commercial)
+	return;
+
+    if (wbs->epsd > 2)
+	return;
+
+    for (i=0;i<NUMANIMS[wbs->epsd];i++)
+    {
+	a = &anims[wbs->epsd][i];
+
+	// init variables
+	a->ctr = -1;
+
+	// specify the next time to draw it
+	if (a->type == ANIM_ALWAYS)
+	    a->nexttic = bcnt + 1 + (M_Random()%a->period);
+	else if (a->type == ANIM_RANDOM)
+	    a->nexttic = bcnt + 1 + a->data2+(M_Random()%a->data1);
+	else if (a->type == ANIM_LEVEL)
+	    a->nexttic = bcnt + 1;
+    }
+
+}
+
+void WI_updateAnimatedBack(void)
+{
+    int		i;
+    anim_t*	a;
+
+    if (gamemode == commercial)
+	return;
+
+    if (wbs->epsd > 2)
+	return;
+
+    for (i=0;i<NUMANIMS[wbs->epsd];i++)
+    {
+	a = &anims[wbs->epsd][i];
+
+	if (bcnt == a->nexttic)
+	{
+	    switch (a->type)
+	    {
+	      case ANIM_ALWAYS:
+		if (++a->ctr >= a->nanims) a->ctr = 0;
+		a->nexttic = bcnt + a->period;
+		break;
+
+	      case ANIM_RANDOM:
+		a->ctr++;
+		if (a->ctr == a->nanims)
+		{
+		    a->ctr = -1;
+		    a->nexttic = bcnt+a->data2+(M_Random()%a->data1);
+		}
+		else a->nexttic = bcnt + a->period;
+		break;
+		
+	      case ANIM_LEVEL:
+		// gawd-awful hack for level anims
+		if (!(state == StatCount && i == 7)
+		    && wbs->next == a->data1)
+		{
+		    a->ctr++;
+		    if (a->ctr == a->nanims) a->ctr--;
+		    a->nexttic = bcnt + a->period;
+		}
+		break;
+	    }
+	}
+
+    }
+
+}
+
+void WI_drawAnimatedBack(void)
+{
+    int			i;
+    anim_t*		a;
+
+    if (commercial)
+	return;
+
+    if (wbs->epsd > 2)
+	return;
+
+    for (i=0 ; i<NUMANIMS[wbs->epsd] ; i++)
+    {
+	a = &anims[wbs->epsd][i];
+
+	if (a->ctr >= 0)
+	    V_DrawPatch(a->loc.x, a->loc.y, FB, a->p[a->ctr]);
+    }
+
+}
+
+//
+// Draws a number.
+// If digits > 0, then use that many digits minimum,
+//  otherwise only use as many as necessary.
+// Returns new x position.
+//
+
+int
+WI_drawNum
+( int		x,
+  int		y,
+  int		n,
+  int		digits )
+{
+
+    int		fontwidth = SHORT(num[0]->width);
+    int		neg;
+    int		temp;
+
+    if (digits < 0)
+    {
+	if (!n)
+	{
+	    // make variable-length zeros 1 digit long
+	    digits = 1;
+	}
+	else
+	{
+	    // figure out # of digits in #
+	    digits = 0;
+	    temp = n;
+
+	    while (temp)
+	    {
+		temp /= 10;
+		digits++;
+	    }
+	}
+    }
+
+    neg = n < 0;
+    if (neg)
+	n = -n;
+
+    // if non-number, do not draw it
+    if (n == 1994)
+	return 0;
+
+    // draw the new number
+    while (digits--)
+    {
+	x -= fontwidth;
+	V_DrawPatch(x, y, FB, num[ n % 10 ]);
+	n /= 10;
+    }
+
+    // draw a minus sign if necessary
+    if (neg)
+	V_DrawPatch(x-=8, y, FB, wiminus);
+
+    return x;
+
+}
+
+void
+WI_drawPercent
+( int		x,
+  int		y,
+  int		p )
+{
+    if (p < 0)
+	return;
+
+    V_DrawPatch(x, y, FB, percent);
+    WI_drawNum(x, y, p, -1);
+}
+
+
+
+//
+// Display level completion time and par,
+//  or "sucks" message if overflow.
+//
+void
+WI_drawTime
+( int		x,
+  int		y,
+  int		t )
+{
+
+    int		div;
+    int		n;
+
+    if (t<0)
+	return;
+
+    if (t <= 61*59)
+    {
+	div = 1;
+
+	do
+	{
+	    n = (t / div) % 60;
+	    x = WI_drawNum(x, y, n, 2) - SHORT(colon->width);
+	    div *= 60;
+
+	    // draw
+	    if (div==60 || t / div)
+		V_DrawPatch(x, y, FB, colon);
+	    
+	} while (t / div);
+    }
+    else
+    {
+	// "sucks"
+	V_DrawPatch(x - SHORT(sucks->width), y, FB, sucks); 
+    }
+}
+
+
+void WI_End(void)
+{
+    void WI_unloadData(void);
+    WI_unloadData();
+}
+
+void WI_initNoState(void)
+{
+    state = NoState;
+    acceleratestage = 0;
+    cnt = 10;
+}
+
+void WI_updateNoState(void) {
+
+    WI_updateAnimatedBack();
+
+    if (!--cnt)
+    {
+	WI_End();
+	G_WorldDone();
+    }
+
+}
+
+static boolean		snl_pointeron = false;
+
+
+void WI_initShowNextLoc(void)
+{
+    state = ShowNextLoc;
+    acceleratestage = 0;
+    cnt = SHOWNEXTLOCDELAY * TICRATE;
+
+    WI_initAnimatedBack();
+}
+
+void WI_updateShowNextLoc(void)
+{
+    WI_updateAnimatedBack();
+
+    if (!--cnt || acceleratestage)
+	WI_initNoState();
+    else
+	snl_pointeron = (cnt & 31) < 20;
+}
+
+void WI_drawShowNextLoc(void)
+{
+
+    int		i;
+    int		last;
+
+    WI_slamBackground();
+
+    // draw animated background
+    WI_drawAnimatedBack(); 
+
+    if ( gamemode != commercial)
+    {
+  	if (wbs->epsd > 2)
+	{
+	    WI_drawEL();
+	    return;
+	}
+	
+	last = (wbs->last == 8) ? wbs->next - 1 : wbs->last;
+
+	// draw a splat on taken cities.
+	for (i=0 ; i<=last ; i++)
+	    WI_drawOnLnode(i, &splat);
+
+	// splat the secret level?
+	if (wbs->didsecret)
+	    WI_drawOnLnode(8, &splat);
+
+	// draw flashing ptr
+	if (snl_pointeron)
+	    WI_drawOnLnode(wbs->next, yah); 
+    }
+
+    // draws which level you are entering..
+    if ( (gamemode != commercial)
+	 || wbs->next != 30)
+	WI_drawEL();  
+
+}
+
+void WI_drawNoState(void)
+{
+    snl_pointeron = true;
+    WI_drawShowNextLoc();
+}
+
+int WI_fragSum(int playernum)
+{
+    int		i;
+    int		frags = 0;
+    
+    for (i=0 ; i<MAXPLAYERS ; i++)
+    {
+	if (playeringame[i]
+	    && i!=playernum)
+	{
+	    frags += plrs[playernum].frags[i];
+	}
+    }
+
+	
+    // JDC hack - negative frags.
+    frags -= plrs[playernum].frags[playernum];
+    // UNUSED if (frags < 0)
+    // 	frags = 0;
+
+    return frags;
+}
+
+
+
+static int		dm_state;
+static int		dm_frags[MAXPLAYERS][MAXPLAYERS];
+static int		dm_totals[MAXPLAYERS];
+
+
+
+void WI_initDeathmatchStats(void)
+{
+
+    int		i;
+    int		j;
+
+    state = StatCount;
+    acceleratestage = 0;
+    dm_state = 1;
+
+    cnt_pause = TICRATE;
+
+    for (i=0 ; i<MAXPLAYERS ; i++)
+    {
+	if (playeringame[i])
+	{
+	    for (j=0 ; j<MAXPLAYERS ; j++)
+		if (playeringame[j])
+		    dm_frags[i][j] = 0;
+
+	    dm_totals[i] = 0;
+	}
+    }
+    
+    WI_initAnimatedBack();
+}
+
+
+
+void WI_updateDeathmatchStats(void)
+{
+
+    int		i;
+    int		j;
+    
+    boolean	stillticking;
+
+    WI_updateAnimatedBack();
+
+    if (acceleratestage && dm_state != 4)
+    {
+	acceleratestage = 0;
+
+	for (i=0 ; i<MAXPLAYERS ; i++)
+	{
+	    if (playeringame[i])
+	    {
+		for (j=0 ; j<MAXPLAYERS ; j++)
+		    if (playeringame[j])
+			dm_frags[i][j] = plrs[i].frags[j];
+
+		dm_totals[i] = WI_fragSum(i);
+	    }
+	}
+	
+
+	S_StartSound(0, sfx_barexp);
+	dm_state = 4;
+    }
+
+    
+    if (dm_state == 2)
+    {
+	if (!(bcnt&3))
+	    S_StartSound(0, sfx_pistol);
+	
+	stillticking = false;
+
+	for (i=0 ; i<MAXPLAYERS ; i++)
+	{
+	    if (playeringame[i])
+	    {
+		for (j=0 ; j<MAXPLAYERS ; j++)
+		{
+		    if (playeringame[j]
+			&& dm_frags[i][j] != plrs[i].frags[j])
+		    {
+			if (plrs[i].frags[j] < 0)
+			    dm_frags[i][j]--;
+			else
+			    dm_frags[i][j]++;
+
+			if (dm_frags[i][j] > 99)
+			    dm_frags[i][j] = 99;
+
+			if (dm_frags[i][j] < -99)
+			    dm_frags[i][j] = -99;
+			
+			stillticking = true;
+		    }
+		}
+		dm_totals[i] = WI_fragSum(i);
+
+		if (dm_totals[i] > 99)
+		    dm_totals[i] = 99;
+		
+		if (dm_totals[i] < -99)
+		    dm_totals[i] = -99;
+	    }
+	    
+	}
+	if (!stillticking)
+	{
+	    S_StartSound(0, sfx_barexp);
+	    dm_state++;
+	}
+
+    }
+    else if (dm_state == 4)
+    {
+	if (acceleratestage)
+	{
+	    S_StartSound(0, sfx_slop);
+
+	    if ( gamemode == commercial)
+		WI_initNoState();
+	    else
+		WI_initShowNextLoc();
+	}
+    }
+    else if (dm_state & 1)
+    {
+	if (!--cnt_pause)
+	{
+	    dm_state++;
+	    cnt_pause = TICRATE;
+	}
+    }
+}
+
+
+
+void WI_drawDeathmatchStats(void)
+{
+
+    int		i;
+    int		j;
+    int		x;
+    int		y;
+    int		w;
+    
+    int		lh;	// line height
+
+    lh = WI_SPACINGY;
+
+    WI_slamBackground();
+    
+    // draw animated background
+    WI_drawAnimatedBack(); 
+    WI_drawLF();
+
+    // draw stat titles (top line)
+    V_DrawPatch(DM_TOTALSX-SHORT(total->width)/2,
+		DM_MATRIXY-WI_SPACINGY+10,
+		FB,
+		total);
+    
+    V_DrawPatch(DM_KILLERSX, DM_KILLERSY, FB, killers);
+    V_DrawPatch(DM_VICTIMSX, DM_VICTIMSY, FB, victims);
+
+    // draw P?
+    x = DM_MATRIXX + DM_SPACINGX;
+    y = DM_MATRIXY;
+
+    for (i=0 ; i<MAXPLAYERS ; i++)
+    {
+	if (playeringame[i])
+	{
+	    V_DrawPatch(x-SHORT(p[i]->width)/2,
+			DM_MATRIXY - WI_SPACINGY,
+			FB,
+			p[i]);
+	    
+	    V_DrawPatch(DM_MATRIXX-SHORT(p[i]->width)/2,
+			y,
+			FB,
+			p[i]);
+
+	    if (i == me)
+	    {
+		V_DrawPatch(x-SHORT(p[i]->width)/2,
+			    DM_MATRIXY - WI_SPACINGY,
+			    FB,
+			    bstar);
+
+		V_DrawPatch(DM_MATRIXX-SHORT(p[i]->width)/2,
+			    y,
+			    FB,
+			    star);
+	    }
+	}
+	else
+	{
+	    // V_DrawPatch(x-SHORT(bp[i]->width)/2,
+	    //   DM_MATRIXY - WI_SPACINGY, FB, bp[i]);
+	    // V_DrawPatch(DM_MATRIXX-SHORT(bp[i]->width)/2,
+	    //   y, FB, bp[i]);
+	}
+	x += DM_SPACINGX;
+	y += WI_SPACINGY;
+    }
+
+    // draw stats
+    y = DM_MATRIXY+10;
+    w = SHORT(num[0]->width);
+
+    for (i=0 ; i<MAXPLAYERS ; i++)
+    {
+	x = DM_MATRIXX + DM_SPACINGX;
+
+	if (playeringame[i])
+	{
+	    for (j=0 ; j<MAXPLAYERS ; j++)
+	    {
+		if (playeringame[j])
+		    WI_drawNum(x+w, y, dm_frags[i][j], 2);
+
+		x += DM_SPACINGX;
+	    }
+	    WI_drawNum(DM_TOTALSX+w, y, dm_totals[i], 2);
+	}
+	y += WI_SPACINGY;
+    }
+}
+
+static int	cnt_frags[MAXPLAYERS];
+static int	dofrags;
+static int	ng_state;
+
+void WI_initNetgameStats(void)
+{
+
+    int i;
+
+    state = StatCount;
+    acceleratestage = 0;
+    ng_state = 1;
+
+    cnt_pause = TICRATE;
+
+    for (i=0 ; i<MAXPLAYERS ; i++)
+    {
+	if (!playeringame[i])
+	    continue;
+
+	cnt_kills[i] = cnt_items[i] = cnt_secret[i] = cnt_frags[i] = 0;
+
+	dofrags += WI_fragSum(i);
+    }
+
+    dofrags = !!dofrags;
+
+    WI_initAnimatedBack();
+}
+
+
+
+void WI_updateNetgameStats(void)
+{
+
+    int		i;
+    int		fsum;
+    
+    boolean	stillticking;
+
+    WI_updateAnimatedBack();
+
+    if (acceleratestage && ng_state != 10)
+    {
+	acceleratestage = 0;
+
+	for (i=0 ; i<MAXPLAYERS ; i++)
+	{
+	    if (!playeringame[i])
+		continue;
+
+	    cnt_kills[i] = (plrs[i].skills * 100) / wbs->maxkills;
+	    cnt_items[i] = (plrs[i].sitems * 100) / wbs->maxitems;
+	    cnt_secret[i] = (plrs[i].ssecret * 100) / wbs->maxsecret;
+
+	    if (dofrags)
+		cnt_frags[i] = WI_fragSum(i);
+	}
+	S_StartSound(0, sfx_barexp);
+	ng_state = 10;
+    }
+
+    if (ng_state == 2)
+    {
+	if (!(bcnt&3))
+	    S_StartSound(0, sfx_pistol);
+
+	stillticking = false;
+
+	for (i=0 ; i<MAXPLAYERS ; i++)
+	{
+	    if (!playeringame[i])
+		continue;
+
+	    cnt_kills[i] += 2;
+
+	    if (cnt_kills[i] >= (plrs[i].skills * 100) / wbs->maxkills)
+		cnt_kills[i] = (plrs[i].skills * 100) / wbs->maxkills;
+	    else
+		stillticking = true;
+	}
+	
+	if (!stillticking)
+	{
+	    S_StartSound(0, sfx_barexp);
+	    ng_state++;
+	}
+    }
+    else if (ng_state == 4)
+    {
+	if (!(bcnt&3))
+	    S_StartSound(0, sfx_pistol);
+
+	stillticking = false;
+
+	for (i=0 ; i<MAXPLAYERS ; i++)
+	{
+	    if (!playeringame[i])
+		continue;
+
+	    cnt_items[i] += 2;
+	    if (cnt_items[i] >= (plrs[i].sitems * 100) / wbs->maxitems)
+		cnt_items[i] = (plrs[i].sitems * 100) / wbs->maxitems;
+	    else
+		stillticking = true;
+	}
+	if (!stillticking)
+	{
+	    S_StartSound(0, sfx_barexp);
+	    ng_state++;
+	}
+    }
+    else if (ng_state == 6)
+    {
+	if (!(bcnt&3))
+	    S_StartSound(0, sfx_pistol);
+
+	stillticking = false;
+
+	for (i=0 ; i<MAXPLAYERS ; i++)
+	{
+	    if (!playeringame[i])
+		continue;
+
+	    cnt_secret[i] += 2;
+
+	    if (cnt_secret[i] >= (plrs[i].ssecret * 100) / wbs->maxsecret)
+		cnt_secret[i] = (plrs[i].ssecret * 100) / wbs->maxsecret;
+	    else
+		stillticking = true;
+	}
+	
+	if (!stillticking)
+	{
+	    S_StartSound(0, sfx_barexp);
+	    ng_state += 1 + 2*!dofrags;
+	}
+    }
+    else if (ng_state == 8)
+    {
+	if (!(bcnt&3))
+	    S_StartSound(0, sfx_pistol);
+
+	stillticking = false;
+
+	for (i=0 ; i<MAXPLAYERS ; i++)
+	{
+	    if (!playeringame[i])
+		continue;
+
+	    cnt_frags[i] += 1;
+
+	    if (cnt_frags[i] >= (fsum = WI_fragSum(i)))
+		cnt_frags[i] = fsum;
+	    else
+		stillticking = true;
+	}
+	
+	if (!stillticking)
+	{
+	    S_StartSound(0, sfx_pldeth);
+	    ng_state++;
+	}
+    }
+    else if (ng_state == 10)
+    {
+	if (acceleratestage)
+	{
+	    S_StartSound(0, sfx_sgcock);
+	    if ( gamemode == commercial )
+		WI_initNoState();
+	    else
+		WI_initShowNextLoc();
+	}
+    }
+    else if (ng_state & 1)
+    {
+	if (!--cnt_pause)
+	{
+	    ng_state++;
+	    cnt_pause = TICRATE;
+	}
+    }
+}
+
+
+
+void WI_drawNetgameStats(void)
+{
+    int		i;
+    int		x;
+    int		y;
+    int		pwidth = SHORT(percent->width);
+
+    WI_slamBackground();
+    
+    // draw animated background
+    WI_drawAnimatedBack(); 
+
+    WI_drawLF();
+
+    // draw stat titles (top line)
+    V_DrawPatch(NG_STATSX+NG_SPACINGX-SHORT(kills->width),
+		NG_STATSY, FB, kills);
+
+    V_DrawPatch(NG_STATSX+2*NG_SPACINGX-SHORT(items->width),
+		NG_STATSY, FB, items);
+
+    V_DrawPatch(NG_STATSX+3*NG_SPACINGX-SHORT(secret->width),
+		NG_STATSY, FB, secret);
+    
+    if (dofrags)
+	V_DrawPatch(NG_STATSX+4*NG_SPACINGX-SHORT(frags->width),
+		    NG_STATSY, FB, frags);
+
+    // draw stats
+    y = NG_STATSY + SHORT(kills->height);
+
+    for (i=0 ; i<MAXPLAYERS ; i++)
+    {
+	if (!playeringame[i])
+	    continue;
+
+	x = NG_STATSX;
+	V_DrawPatch(x-SHORT(p[i]->width), y, FB, p[i]);
+
+	if (i == me)
+	    V_DrawPatch(x-SHORT(p[i]->width), y, FB, star);
+
+	x += NG_SPACINGX;
+	WI_drawPercent(x-pwidth, y+10, cnt_kills[i]);	x += NG_SPACINGX;
+	WI_drawPercent(x-pwidth, y+10, cnt_items[i]);	x += NG_SPACINGX;
+	WI_drawPercent(x-pwidth, y+10, cnt_secret[i]);	x += NG_SPACINGX;
+
+	if (dofrags)
+	    WI_drawNum(x, y+10, cnt_frags[i], -1);
+
+	y += WI_SPACINGY;
+    }
+
+}
+
+static int	sp_state;
+
+void WI_initStats(void)
+{
+    state = StatCount;
+    acceleratestage = 0;
+    sp_state = 1;
+    cnt_kills[0] = cnt_items[0] = cnt_secret[0] = -1;
+    cnt_time = cnt_par = -1;
+    cnt_pause = TICRATE;
+
+    WI_initAnimatedBack();
+}
+
+void WI_updateStats(void)
+{
+
+    WI_updateAnimatedBack();
+
+    if (acceleratestage && sp_state != 10)
+    {
+	acceleratestage = 0;
+	cnt_kills[0] = (plrs[me].skills * 100) / wbs->maxkills;
+	cnt_items[0] = (plrs[me].sitems * 100) / wbs->maxitems;
+	cnt_secret[0] = (plrs[me].ssecret * 100) / wbs->maxsecret;
+	cnt_time = plrs[me].stime / TICRATE;
+	cnt_par = wbs->partime / TICRATE;
+	S_StartSound(0, sfx_barexp);
+	sp_state = 10;
+    }
+
+    if (sp_state == 2)
+    {
+	cnt_kills[0] += 2;
+
+	if (!(bcnt&3))
+	    S_StartSound(0, sfx_pistol);
+
+	if (cnt_kills[0] >= (plrs[me].skills * 100) / wbs->maxkills)
+	{
+	    cnt_kills[0] = (plrs[me].skills * 100) / wbs->maxkills;
+	    S_StartSound(0, sfx_barexp);
+	    sp_state++;
+	}
+    }
+    else if (sp_state == 4)
+    {
+	cnt_items[0] += 2;
+
+	if (!(bcnt&3))
+	    S_StartSound(0, sfx_pistol);
+
+	if (cnt_items[0] >= (plrs[me].sitems * 100) / wbs->maxitems)
+	{
+	    cnt_items[0] = (plrs[me].sitems * 100) / wbs->maxitems;
+	    S_StartSound(0, sfx_barexp);
+	    sp_state++;
+	}
+    }
+    else if (sp_state == 6)
+    {
+	cnt_secret[0] += 2;
+
+	if (!(bcnt&3))
+	    S_StartSound(0, sfx_pistol);
+
+	if (cnt_secret[0] >= (plrs[me].ssecret * 100) / wbs->maxsecret)
+	{
+	    cnt_secret[0] = (plrs[me].ssecret * 100) / wbs->maxsecret;
+	    S_StartSound(0, sfx_barexp);
+	    sp_state++;
+	}
+    }
+
+    else if (sp_state == 8)
+    {
+	if (!(bcnt&3))
+	    S_StartSound(0, sfx_pistol);
+
+	cnt_time += 3;
+
+	if (cnt_time >= plrs[me].stime / TICRATE)
+	    cnt_time = plrs[me].stime / TICRATE;
+
+	cnt_par += 3;
+
+	if (cnt_par >= wbs->partime / TICRATE)
+	{
+	    cnt_par = wbs->partime / TICRATE;
+
+	    if (cnt_time >= plrs[me].stime / TICRATE)
+	    {
+		S_StartSound(0, sfx_barexp);
+		sp_state++;
+	    }
+	}
+    }
+    else if (sp_state == 10)
+    {
+	if (acceleratestage)
+	{
+	    S_StartSound(0, sfx_sgcock);
+
+	    if (gamemode == commercial)
+		WI_initNoState();
+	    else
+		WI_initShowNextLoc();
+	}
+    }
+    else if (sp_state & 1)
+    {
+	if (!--cnt_pause)
+	{
+	    sp_state++;
+	    cnt_pause = TICRATE;
+	}
+    }
+
+}
+
+void WI_drawStats(void)
+{
+    // line height
+    int lh;	
+
+    lh = (3*SHORT(num[0]->height))/2;
+
+    WI_slamBackground();
+
+    // draw animated background
+    WI_drawAnimatedBack();
+    
+    WI_drawLF();
+
+    V_DrawPatch(SP_STATSX, SP_STATSY, FB, kills);
+    WI_drawPercent(SCREENWIDTH - SP_STATSX, SP_STATSY, cnt_kills[0]);
+
+    V_DrawPatch(SP_STATSX, SP_STATSY+lh, FB, items);
+    WI_drawPercent(SCREENWIDTH - SP_STATSX, SP_STATSY+lh, cnt_items[0]);
+
+    V_DrawPatch(SP_STATSX, SP_STATSY+2*lh, FB, sp_secret);
+    WI_drawPercent(SCREENWIDTH - SP_STATSX, SP_STATSY+2*lh, cnt_secret[0]);
+
+    V_DrawPatch(SP_TIMEX, SP_TIMEY, FB, time);
+    WI_drawTime(SCREENWIDTH/2 - SP_TIMEX, SP_TIMEY, cnt_time);
+
+    if (wbs->epsd < 3)
+    {
+	V_DrawPatch(SCREENWIDTH/2 + SP_TIMEX, SP_TIMEY, FB, par);
+	WI_drawTime(SCREENWIDTH - SP_TIMEX, SP_TIMEY, cnt_par);
+    }
+
+}
+
+void WI_checkForAccelerate(void)
+{
+    int   i;
+    player_t  *player;
+
+    // check for button presses to skip delays
+    for (i=0, player = players ; i<MAXPLAYERS ; i++, player++)
+    {
+	if (playeringame[i])
+	{
+	    if (player->cmd.buttons & BT_ATTACK)
+	    {
+		if (!player->attackdown)
+		    acceleratestage = 1;
+		player->attackdown = true;
+	    }
+	    else
+		player->attackdown = false;
+	    if (player->cmd.buttons & BT_USE)
+	    {
+		if (!player->usedown)
+		    acceleratestage = 1;
+		player->usedown = true;
+	    }
+	    else
+		player->usedown = false;
+	}
+    }
+}
+
+
+
+// Updates stuff each tick
+void WI_Ticker(void)
+{
+    // counter for general background animation
+    bcnt++;  
+
+    if (bcnt == 1)
+    {
+	// intermission music
+  	if ( gamemode == commercial )
+	  S_ChangeMusic(mus_dm2int, true);
+	else
+	  S_ChangeMusic(mus_inter, true); 
+    }
+
+    WI_checkForAccelerate();
+
+    switch (state)
+    {
+      case StatCount:
+	if (deathmatch) WI_updateDeathmatchStats();
+	else if (netgame) WI_updateNetgameStats();
+	else WI_updateStats();
+	break;
+	
+      case ShowNextLoc:
+	WI_updateShowNextLoc();
+	break;
+	
+      case NoState:
+	WI_updateNoState();
+	break;
+    }
+
+}
+
+void WI_loadData(void)
+{
+    int		i;
+    int		j;
+    char	name[9];
+    anim_t*	a;
+
+    if (gamemode == commercial)
+	strcpy(name, "INTERPIC");
+    else 
+	sprintf(name, "WIMAP%d", wbs->epsd);
+    
+    if ( gamemode == retail )
+    {
+      if (wbs->epsd == 3)
+	strcpy(name,"INTERPIC");
+    }
+
+    // background
+    bg = W_CacheLumpName(name, PU_CACHE);    
+    V_DrawPatch(0, 0, 1, bg);
+
+
+    // UNUSED unsigned char *pic = screens[1];
+    // if (gamemode == commercial)
+    // {
+    // darken the background image
+    // while (pic != screens[1] + SCREENHEIGHT*SCREENWIDTH)
+    // {
+    //   *pic = colormaps[256*25 + *pic];
+    //   pic++;
+    // }
+    //}
+
+    if (gamemode == commercial)
+    {
+	NUMCMAPS = 32;								
+	lnames = (patch_t **) Z_Malloc(sizeof(patch_t*) * NUMCMAPS,
+				       PU_STATIC, 0);
+	for (i=0 ; i<NUMCMAPS ; i++)
+	{								
+	    sprintf(name, "CWILV%2.2d", i);
+	    lnames[i] = W_CacheLumpName(name, PU_STATIC);
+	}					
+    }
+    else
+    {
+	lnames = (patch_t **) Z_Malloc(sizeof(patch_t*) * NUMMAPS,
+				       PU_STATIC, 0);
+	for (i=0 ; i<NUMMAPS ; i++)
+	{
+	    sprintf(name, "WILV%d%d", wbs->epsd, i);
+	    lnames[i] = W_CacheLumpName(name, PU_STATIC);
+	}
+
+	// you are here
+	yah[0] = W_CacheLumpName("WIURH0", PU_STATIC);
+
+	// you are here (alt.)
+	yah[1] = W_CacheLumpName("WIURH1", PU_STATIC);
+
+	// splat
+	splat = W_CacheLumpName("WISPLAT", PU_STATIC); 
+	
+	if (wbs->epsd < 3)
+	{
+	    for (j=0;j<NUMANIMS[wbs->epsd];j++)
+	    {
+		a = &anims[wbs->epsd][j];
+		for (i=0;i<a->nanims;i++)
+		{
+		    // MONDO HACK!
+		    if (wbs->epsd != 1 || j != 8) 
+		    {
+			// animations
+			sprintf(name, "WIA%d%.2d%.2d", wbs->epsd, j, i);  
+			a->p[i] = W_CacheLumpName(name, PU_STATIC);
+		    }
+		    else
+		    {
+			// HACK ALERT!
+			a->p[i] = anims[1][4].p[i]; 
+		    }
+		}
+	    }
+	}
+    }
+
+    // More hacks on minus sign.
+    wiminus = W_CacheLumpName("WIMINUS", PU_STATIC); 
+
+    for (i=0;i<10;i++)
+    {
+	 // numbers 0-9
+	sprintf(name, "WINUM%d", i);     
+	num[i] = W_CacheLumpName(name, PU_STATIC);
+    }
+
+    // percent sign
+    percent = W_CacheLumpName("WIPCNT", PU_STATIC);
+
+    // "finished"
+    finished = W_CacheLumpName("WIF", PU_STATIC);
+
+    // "entering"
+    entering = W_CacheLumpName("WIENTER", PU_STATIC);
+
+    // "kills"
+    kills = W_CacheLumpName("WIOSTK", PU_STATIC);   
+
+    // "scrt"
+    secret = W_CacheLumpName("WIOSTS", PU_STATIC);
+
+     // "secret"
+    sp_secret = W_CacheLumpName("WISCRT2", PU_STATIC);
+
+    // Yuck. 
+    if (french)
+    {
+	// "items"
+	if (netgame && !deathmatch)
+	    items = W_CacheLumpName("WIOBJ", PU_STATIC);    
+  	else
+	    items = W_CacheLumpName("WIOSTI", PU_STATIC);
+    } else
+	items = W_CacheLumpName("WIOSTI", PU_STATIC);
+
+    // "frgs"
+    frags = W_CacheLumpName("WIFRGS", PU_STATIC);    
+
+    // ":"
+    colon = W_CacheLumpName("WICOLON", PU_STATIC); 
+
+    // "time"
+    time = W_CacheLumpName("WITIME", PU_STATIC);   
+
+    // "sucks"
+    sucks = W_CacheLumpName("WISUCKS", PU_STATIC);  
+
+    // "par"
+    par = W_CacheLumpName("WIPAR", PU_STATIC);   
+
+    // "killers" (vertical)
+    killers = W_CacheLumpName("WIKILRS", PU_STATIC);
+
+    // "victims" (horiz)
+    victims = W_CacheLumpName("WIVCTMS", PU_STATIC);
+
+    // "total"
+    total = W_CacheLumpName("WIMSTT", PU_STATIC);   
+
+    // your face
+    star = W_CacheLumpName("STFST01", PU_STATIC);
+
+    // dead face
+    bstar = W_CacheLumpName("STFDEAD0", PU_STATIC);    
+
+    for (i=0 ; i<MAXPLAYERS ; i++)
+    {
+	// "1,2,3,4"
+	sprintf(name, "STPB%d", i);      
+	p[i] = W_CacheLumpName(name, PU_STATIC);
+
+	// "1,2,3,4"
+	sprintf(name, "WIBP%d", i+1);     
+	bp[i] = W_CacheLumpName(name, PU_STATIC);
+    }
+
+}
+
+void WI_unloadData(void)
+{
+    int		i;
+    int		j;
+
+    Z_ChangeTag(wiminus, PU_CACHE);
+
+    for (i=0 ; i<10 ; i++)
+	Z_ChangeTag(num[i], PU_CACHE);
+    
+    if (gamemode == commercial)
+    {
+  	for (i=0 ; i<NUMCMAPS ; i++)
+	    Z_ChangeTag(lnames[i], PU_CACHE);
+    }
+    else
+    {
+	Z_ChangeTag(yah[0], PU_CACHE);
+	Z_ChangeTag(yah[1], PU_CACHE);
+
+	Z_ChangeTag(splat, PU_CACHE);
+
+	for (i=0 ; i<NUMMAPS ; i++)
+	    Z_ChangeTag(lnames[i], PU_CACHE);
+	
+	if (wbs->epsd < 3)
+	{
+	    for (j=0;j<NUMANIMS[wbs->epsd];j++)
+	    {
+		if (wbs->epsd != 1 || j != 8)
+		    for (i=0;i<anims[wbs->epsd][j].nanims;i++)
+			Z_ChangeTag(anims[wbs->epsd][j].p[i], PU_CACHE);
+	    }
+	}
+    }
+    
+    Z_Free(lnames);
+
+    Z_ChangeTag(percent, PU_CACHE);
+    Z_ChangeTag(colon, PU_CACHE);
+    Z_ChangeTag(finished, PU_CACHE);
+    Z_ChangeTag(entering, PU_CACHE);
+    Z_ChangeTag(kills, PU_CACHE);
+    Z_ChangeTag(secret, PU_CACHE);
+    Z_ChangeTag(sp_secret, PU_CACHE);
+    Z_ChangeTag(items, PU_CACHE);
+    Z_ChangeTag(frags, PU_CACHE);
+    Z_ChangeTag(time, PU_CACHE);
+    Z_ChangeTag(sucks, PU_CACHE);
+    Z_ChangeTag(par, PU_CACHE);
+
+    Z_ChangeTag(victims, PU_CACHE);
+    Z_ChangeTag(killers, PU_CACHE);
+    Z_ChangeTag(total, PU_CACHE);
+    //  Z_ChangeTag(star, PU_CACHE);
+    //  Z_ChangeTag(bstar, PU_CACHE);
+    
+    for (i=0 ; i<MAXPLAYERS ; i++)
+	Z_ChangeTag(p[i], PU_CACHE);
+
+    for (i=0 ; i<MAXPLAYERS ; i++)
+	Z_ChangeTag(bp[i], PU_CACHE);
+}
+
+void WI_Drawer (void)
+{
+    switch (state)
+    {
+      case StatCount:
+	if (deathmatch)
+	    WI_drawDeathmatchStats();
+	else if (netgame)
+	    WI_drawNetgameStats();
+	else
+	    WI_drawStats();
+	break;
+	
+      case ShowNextLoc:
+	WI_drawShowNextLoc();
+	break;
+	
+      case NoState:
+	WI_drawNoState();
+	break;
+    }
+}
+
+
+void WI_initVariables(wbstartstruct_t* wbstartstruct)
+{
+
+    wbs = wbstartstruct;
+
+#ifdef RANGECHECKING
+    if (gamemode != commercial)
+    {
+      if ( gamemode == retail )
+	RNGCHECK(wbs->epsd, 0, 3);
+      else
+	RNGCHECK(wbs->epsd, 0, 2);
+    }
+    else
+    {
+	RNGCHECK(wbs->last, 0, 8);
+	RNGCHECK(wbs->next, 0, 8);
+    }
+    RNGCHECK(wbs->pnum, 0, MAXPLAYERS);
+    RNGCHECK(wbs->pnum, 0, MAXPLAYERS);
+#endif
+
+    acceleratestage = 0;
+    cnt = bcnt = 0;
+    firstrefresh = 1;
+    me = wbs->pnum;
+    plrs = wbs->plyr;
+
+    if (!wbs->maxkills)
+	wbs->maxkills = 1;
+
+    if (!wbs->maxitems)
+	wbs->maxitems = 1;
+
+    if (!wbs->maxsecret)
+	wbs->maxsecret = 1;
+
+    if ( gamemode != retail )
+      if (wbs->epsd > 2)
+	wbs->epsd -= 3;
+}
+
+void WI_Start(wbstartstruct_t* wbstartstruct)
+{
+
+    WI_initVariables(wbstartstruct);
+    WI_loadData();
+
+    if (deathmatch)
+	WI_initDeathmatchStats();
+    else if (netgame)
+	WI_initNetgameStats();
+    else
+	WI_initStats();
+}
--- /dev/null
+++ b/src/wi_stuff.h
@@ -1,0 +1,57 @@
+// Emacs style mode select   -*- C++ -*- 
+//-----------------------------------------------------------------------------
+//
+// $Id: wi_stuff.h 4 2005-07-23 16:19:41Z fraggle $
+//
+// Copyright (C) 1993-1996 by id Software, Inc.
+//
+// This source is available for distribution and/or modification
+// only under the terms of the DOOM Source Code License as
+// published by id Software. All rights reserved.
+//
+// The source is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
+// for more details.
+//
+// DESCRIPTION:
+//  Intermission.
+//
+//-----------------------------------------------------------------------------
+
+#ifndef __WI_STUFF__
+#define __WI_STUFF__
+
+//#include "v_video.h"
+
+#include "doomdef.h"
+
+// States for the intermission
+
+typedef enum
+{
+    NoState = -1,
+    StatCount,
+    ShowNextLoc
+
+} stateenum_t;
+
+// Called by main loop, animate the intermission.
+void WI_Ticker (void);
+
+// Called by main loop,
+// draws the intermission directly into the screen buffer.
+void WI_Drawer (void);
+
+// Setup for an intermission screen.
+void WI_Start(wbstartstruct_t*	 wbstartstruct);
+
+#endif
+//-----------------------------------------------------------------------------
+//
+// $Log$
+// Revision 1.1  2005/07/23 16:19:48  fraggle
+// Initial revision
+//
+//
+//-----------------------------------------------------------------------------
--- /dev/null
+++ b/src/z_zone.c
@@ -1,0 +1,470 @@
+// Emacs style mode select   -*- C++ -*- 
+//-----------------------------------------------------------------------------
+//
+// $Id: z_zone.c 4 2005-07-23 16:19:41Z fraggle $
+//
+// Copyright (C) 1993-1996 by id Software, Inc.
+//
+// This source is available for distribution and/or modification
+// only under the terms of the DOOM Source Code License as
+// published by id Software. All rights reserved.
+//
+// The source is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
+// for more details.
+//
+// $Log$
+// Revision 1.1  2005/07/23 16:19:55  fraggle
+// Initial revision
+//
+//
+// DESCRIPTION:
+//	Zone Memory Allocation. Neat.
+//
+//-----------------------------------------------------------------------------
+
+static const char
+rcsid[] = "$Id: z_zone.c 4 2005-07-23 16:19:41Z fraggle $";
+
+#include "z_zone.h"
+#include "i_system.h"
+#include "doomdef.h"
+
+
+//
+// ZONE MEMORY ALLOCATION
+//
+// There is never any space between memblocks,
+//  and there will never be two contiguous free memblocks.
+// The rover can be left pointing at a non-empty block.
+//
+// It is of no value to free a cachable block,
+//  because it will get overwritten automatically if needed.
+// 
+ 
+#define ZONEID	0x1d4a11
+
+
+typedef struct
+{
+    // total bytes malloced, including header
+    int		size;
+
+    // start / end cap for linked list
+    memblock_t	blocklist;
+    
+    memblock_t*	rover;
+    
+} memzone_t;
+
+
+
+memzone_t*	mainzone;
+
+
+
+//
+// Z_ClearZone
+//
+void Z_ClearZone (memzone_t* zone)
+{
+    memblock_t*		block;
+	
+    // set the entire zone to one free block
+    zone->blocklist.next =
+	zone->blocklist.prev =
+	block = (memblock_t *)( (byte *)zone + sizeof(memzone_t) );
+    
+    zone->blocklist.user = (void *)zone;
+    zone->blocklist.tag = PU_STATIC;
+    zone->rover = block;
+	
+    block->prev = block->next = &zone->blocklist;
+    
+    // NULL indicates a free block.
+    block->user = NULL;	
+
+    block->size = zone->size - sizeof(memzone_t);
+}
+
+
+
+//
+// Z_Init
+//
+void Z_Init (void)
+{
+    memblock_t*	block;
+    int		size;
+
+    mainzone = (memzone_t *)I_ZoneBase (&size);
+    mainzone->size = size;
+
+    // set the entire zone to one free block
+    mainzone->blocklist.next =
+	mainzone->blocklist.prev =
+	block = (memblock_t *)( (byte *)mainzone + sizeof(memzone_t) );
+
+    mainzone->blocklist.user = (void *)mainzone;
+    mainzone->blocklist.tag = PU_STATIC;
+    mainzone->rover = block;
+	
+    block->prev = block->next = &mainzone->blocklist;
+
+    // NULL indicates a free block.
+    block->user = NULL;
+    
+    block->size = mainzone->size - sizeof(memzone_t);
+}
+
+
+//
+// Z_Free
+//
+void Z_Free (void* ptr)
+{
+    memblock_t*		block;
+    memblock_t*		other;
+	
+    block = (memblock_t *) ( (byte *)ptr - sizeof(memblock_t));
+
+    if (block->id != ZONEID)
+	I_Error ("Z_Free: freed a pointer without ZONEID");
+		
+    if (block->user > (void **)0x100)
+    {
+	// smaller values are not pointers
+	// Note: OS-dependend?
+	
+	// clear the user's mark
+	*block->user = 0;
+    }
+
+    // mark as free
+    block->user = NULL;	
+    block->tag = 0;
+    block->id = 0;
+	
+    other = block->prev;
+
+    if (!other->user)
+    {
+	// merge with previous free block
+	other->size += block->size;
+	other->next = block->next;
+	other->next->prev = other;
+
+	if (block == mainzone->rover)
+	    mainzone->rover = other;
+
+	block = other;
+    }
+	
+    other = block->next;
+    if (!other->user)
+    {
+	// merge the next free block onto the end
+	block->size += other->size;
+	block->next = other->next;
+	block->next->prev = block;
+
+	if (other == mainzone->rover)
+	    mainzone->rover = block;
+    }
+}
+
+
+
+//
+// Z_Malloc
+// You can pass a NULL user if the tag is < PU_PURGELEVEL.
+//
+#define MINFRAGMENT		64
+
+
+void*
+Z_Malloc
+( int		size,
+  int		tag,
+  void*		user )
+{
+    int		extra;
+    memblock_t*	start;
+    memblock_t* rover;
+    memblock_t* newblock;
+    memblock_t*	base;
+
+    size = (size + 3) & ~3;
+    
+    // scan through the block list,
+    // looking for the first free block
+    // of sufficient size,
+    // throwing out any purgable blocks along the way.
+
+    // account for size of block header
+    size += sizeof(memblock_t);
+    
+    // if there is a free block behind the rover,
+    //  back up over them
+    base = mainzone->rover;
+    
+    if (!base->prev->user)
+	base = base->prev;
+	
+    rover = base;
+    start = base->prev;
+	
+    do
+    {
+	if (rover == start)
+	{
+	    // scanned all the way around the list
+	    I_Error ("Z_Malloc: failed on allocation of %i bytes", size);
+	}
+	
+	if (rover->user)
+	{
+	    if (rover->tag < PU_PURGELEVEL)
+	    {
+		// hit a block that can't be purged,
+		//  so move base past it
+		base = rover = rover->next;
+	    }
+	    else
+	    {
+		// free the rover block (adding the size to base)
+
+		// the rover can be the base block
+		base = base->prev;
+		Z_Free ((byte *)rover+sizeof(memblock_t));
+		base = base->next;
+		rover = base->next;
+	    }
+	}
+	else
+	    rover = rover->next;
+    } while (base->user || base->size < size);
+
+    
+    // found a block big enough
+    extra = base->size - size;
+    
+    if (extra >  MINFRAGMENT)
+    {
+	// there will be a free fragment after the allocated block
+	newblock = (memblock_t *) ((byte *)base + size );
+	newblock->size = extra;
+	
+	// NULL indicates free block.
+	newblock->user = NULL;	
+	newblock->tag = 0;
+	newblock->prev = base;
+	newblock->next = base->next;
+	newblock->next->prev = newblock;
+
+	base->next = newblock;
+	base->size = size;
+    }
+	
+    if (user)
+    {
+	// mark as an in use block
+	base->user = user;			
+	*(void **)user = (void *) ((byte *)base + sizeof(memblock_t));
+    }
+    else
+    {
+	if (tag >= PU_PURGELEVEL)
+	    I_Error ("Z_Malloc: an owner is required for purgable blocks");
+
+	// mark as in use, but unowned	
+	base->user = (void *)2;		
+    }
+    base->tag = tag;
+
+    // next allocation will start looking here
+    mainzone->rover = base->next;	
+	
+    base->id = ZONEID;
+    
+    return (void *) ((byte *)base + sizeof(memblock_t));
+}
+
+
+
+//
+// Z_FreeTags
+//
+void
+Z_FreeTags
+( int		lowtag,
+  int		hightag )
+{
+    memblock_t*	block;
+    memblock_t*	next;
+	
+    for (block = mainzone->blocklist.next ;
+	 block != &mainzone->blocklist ;
+	 block = next)
+    {
+	// get link before freeing
+	next = block->next;
+
+	// free block?
+	if (!block->user)
+	    continue;
+	
+	if (block->tag >= lowtag && block->tag <= hightag)
+	    Z_Free ( (byte *)block+sizeof(memblock_t));
+    }
+}
+
+
+
+//
+// Z_DumpHeap
+// Note: TFileDumpHeap( stdout ) ?
+//
+void
+Z_DumpHeap
+( int		lowtag,
+  int		hightag )
+{
+    memblock_t*	block;
+	
+    printf ("zone size: %i  location: %p\n",
+	    mainzone->size,mainzone);
+    
+    printf ("tag range: %i to %i\n",
+	    lowtag, hightag);
+	
+    for (block = mainzone->blocklist.next ; ; block = block->next)
+    {
+	if (block->tag >= lowtag && block->tag <= hightag)
+	    printf ("block:%p    size:%7i    user:%p    tag:%3i\n",
+		    block, block->size, block->user, block->tag);
+		
+	if (block->next == &mainzone->blocklist)
+	{
+	    // all blocks have been hit
+	    break;
+	}
+	
+	if ( (byte *)block + block->size != (byte *)block->next)
+	    printf ("ERROR: block size does not touch the next block\n");
+
+	if ( block->next->prev != block)
+	    printf ("ERROR: next block doesn't have proper back link\n");
+
+	if (!block->user && !block->next->user)
+	    printf ("ERROR: two consecutive free blocks\n");
+    }
+}
+
+
+//
+// Z_FileDumpHeap
+//
+void Z_FileDumpHeap (FILE* f)
+{
+    memblock_t*	block;
+	
+    fprintf (f,"zone size: %i  location: %p\n",mainzone->size,mainzone);
+	
+    for (block = mainzone->blocklist.next ; ; block = block->next)
+    {
+	fprintf (f,"block:%p    size:%7i    user:%p    tag:%3i\n",
+		 block, block->size, block->user, block->tag);
+		
+	if (block->next == &mainzone->blocklist)
+	{
+	    // all blocks have been hit
+	    break;
+	}
+	
+	if ( (byte *)block + block->size != (byte *)block->next)
+	    fprintf (f,"ERROR: block size does not touch the next block\n");
+
+	if ( block->next->prev != block)
+	    fprintf (f,"ERROR: next block doesn't have proper back link\n");
+
+	if (!block->user && !block->next->user)
+	    fprintf (f,"ERROR: two consecutive free blocks\n");
+    }
+}
+
+
+
+//
+// Z_CheckHeap
+//
+void Z_CheckHeap (void)
+{
+    memblock_t*	block;
+	
+    for (block = mainzone->blocklist.next ; ; block = block->next)
+    {
+	if (block->next == &mainzone->blocklist)
+	{
+	    // all blocks have been hit
+	    break;
+	}
+	
+	if ( (byte *)block + block->size != (byte *)block->next)
+	    I_Error ("Z_CheckHeap: block size does not touch the next block\n");
+
+	if ( block->next->prev != block)
+	    I_Error ("Z_CheckHeap: next block doesn't have proper back link\n");
+
+	if (!block->user && !block->next->user)
+	    I_Error ("Z_CheckHeap: two consecutive free blocks\n");
+    }
+}
+
+
+
+
+//
+// Z_ChangeTag
+//
+void
+Z_ChangeTag2
+( void*		ptr,
+  int		tag )
+{
+    memblock_t*	block;
+	
+    block = (memblock_t *) ( (byte *)ptr - sizeof(memblock_t));
+
+    if (block->id != ZONEID)
+	I_Error ("Z_ChangeTag: freed a pointer without ZONEID");
+
+    if (tag >= PU_PURGELEVEL && (unsigned)block->user < 0x100)
+	I_Error ("Z_ChangeTag: an owner is required for purgable blocks");
+
+    block->tag = tag;
+}
+
+
+
+//
+// Z_FreeMemory
+//
+int Z_FreeMemory (void)
+{
+    memblock_t*		block;
+    int			free;
+	
+    free = 0;
+    
+    for (block = mainzone->blocklist.next ;
+	 block != &mainzone->blocklist;
+	 block = block->next)
+    {
+	if (!block->user || block->tag >= PU_PURGELEVEL)
+	    free += block->size;
+    }
+    return free;
+}
+
--- /dev/null
+++ b/src/z_zone.h
@@ -1,0 +1,89 @@
+// Emacs style mode select   -*- C++ -*- 
+//-----------------------------------------------------------------------------
+//
+// $Id: z_zone.h 4 2005-07-23 16:19:41Z fraggle $
+//
+// Copyright (C) 1993-1996 by id Software, Inc.
+//
+// This source is available for distribution and/or modification
+// only under the terms of the DOOM Source Code License as
+// published by id Software. All rights reserved.
+//
+// The source is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
+// for more details.
+//
+// DESCRIPTION:
+//      Zone Memory Allocation, perhaps NeXT ObjectiveC inspired.
+//	Remark: this was the only stuff that, according
+//	 to John Carmack, might have been useful for
+//	 Quake.
+//
+//---------------------------------------------------------------------
+
+
+
+#ifndef __Z_ZONE__
+#define __Z_ZONE__
+
+#include <stdio.h>
+
+//
+// ZONE MEMORY
+// PU - purge tags.
+// Tags < 100 are not overwritten until freed.
+#define PU_STATIC		1	// static entire execution time
+#define PU_SOUND		2	// static while playing
+#define PU_MUSIC		3	// static while playing
+#define PU_DAVE		4	// anything else Dave wants static
+#define PU_LEVEL		50	// static until level exited
+#define PU_LEVSPEC		51      // a special thinker in a level
+// Tags >= 100 are purgable whenever needed.
+#define PU_PURGELEVEL	100
+#define PU_CACHE		101
+
+
+void	Z_Init (void);
+void*	Z_Malloc (int size, int tag, void *ptr);
+void    Z_Free (void *ptr);
+void    Z_FreeTags (int lowtag, int hightag);
+void    Z_DumpHeap (int lowtag, int hightag);
+void    Z_FileDumpHeap (FILE *f);
+void    Z_CheckHeap (void);
+void    Z_ChangeTag2 (void *ptr, int tag);
+int     Z_FreeMemory (void);
+
+
+typedef struct memblock_s
+{
+    int			size;	// including the header and possibly tiny fragments
+    void**		user;	// NULL if a free block
+    int			tag;	// purgelevel
+    int			id;	// should be ZONEID
+    struct memblock_s*	next;
+    struct memblock_s*	prev;
+} memblock_t;
+
+//
+// This is used to get the local FILE:LINE info from CPP
+// prior to really call the function in question.
+//
+#define Z_ChangeTag(p,t) \
+{ \
+      if (( (memblock_t *)( (byte *)(p) - sizeof(memblock_t)))->id!=0x1d4a11) \
+	  I_Error("Z_CT at "__FILE__":%i",__LINE__); \
+	  Z_ChangeTag2(p,t); \
+};
+
+
+
+#endif
+//-----------------------------------------------------------------------------
+//
+// $Log$
+// Revision 1.1  2005/07/23 16:19:55  fraggle
+// Initial revision
+//
+//
+//-----------------------------------------------------------------------------