shithub: choc

Download patch

ref: de6f6af80635f0f20d7cb75722dc04b00dd2d746
parent: 28f8d3e9b5794e188ccff1cc68c62be9001985b7
author: Simon Howard <fraggle@gmail.com>
date: Mon Feb 1 14:11:06 EST 2010

Remove improperly-created strife directory.

Subversion-branch: /branches/strife-branch
Subversion-revision: 1839

diff: cannot open a/src/strife//null: file does not exist: 'a/src/strife//null'
--- a/src/strife/am_map.c
+++ /dev/null
@@ -1,1372 +1,0 @@
-// Emacs style mode select   -*- C++ -*- 
-//-----------------------------------------------------------------------------
-//
-// Copyright(C) 1993-1996 Id Software, Inc.
-// Copyright(C) 2005 Simon Howard
-//
-// This program is free software; you can redistribute it and/or
-// modify it under the terms of the GNU General Public License
-// as published by the Free Software Foundation; either version 2
-// of the License, or (at your option) any later version.
-//
-// This program is distributed in the hope that it will be useful,
-// but WITHOUT ANY WARRANTY; without even the implied warranty of
-// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-// GNU General Public License for more details.
-//
-// You should have received a copy of the GNU General Public License
-// along with this program; if not, write to the Free Software
-// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
-// 02111-1307, USA.
-//
-//
-// DESCRIPTION:  the automap code
-//
-//-----------------------------------------------------------------------------
-
-
-#include <stdio.h>
-
-#include "deh_main.h"
-
-#include "z_zone.h"
-#include "doomkeys.h"
-#include "doomdef.h"
-#include "st_stuff.h"
-#include "p_local.h"
-#include "w_wad.h"
-
-#include "m_cheat.h"
-#include "m_controls.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 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 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 R (FRACUNIT)
-mline_t triangle_guy[] = {
-    { { (fixed_t)(-.867*R), (fixed_t)(-.5*R) }, { (fixed_t)(.867*R ), (fixed_t)(-.5*R) } },
-    { { (fixed_t)(.867*R ), (fixed_t)(-.5*R) }, { (fixed_t)(0      ), (fixed_t)(R    ) } },
-    { { (fixed_t)(0      ), (fixed_t)(R    ) }, { (fixed_t)(-.867*R), (fixed_t)(-.5*R) } }
-};
-#undef R
-
-#define R (FRACUNIT)
-mline_t thintriangle_guy[] = {
-    { { (fixed_t)(-.5*R), (fixed_t)(-.7*R) }, { (fixed_t)(R    ), (fixed_t)(0    ) } },
-    { { (fixed_t)(R    ), (fixed_t)(0    ) }, { (fixed_t)(-.5*R), (fixed_t)(.7*R ) } },
-    { { (fixed_t)(-.5*R), (fixed_t)(.7*R ) }, { (fixed_t)(-.5*R), (fixed_t)(-.7*R) } }
-};
-#undef R
-
-
-
-
-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 = (fixed_t)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
-
-cheatseq_t cheat_amap = CHEAT("iddt", 0);
-
-static boolean stopped = true;
-
-extern boolean viewactive;
-
-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?-INT_MAX:INT_MAX);
-    else is->islp = FixedDiv(dx, dy);
-    if (!dx) is->slp = (dy<0?-INT_MAX:INT_MAX);
-    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 =  INT_MAX;
-    max_x = max_y = -INT_MAX;
-  
-    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 = INT_MAX;
-    }
-
-    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, 0, 0 };
-
-    automapactive = true;
-    fb = I_VideoBuffer;
-
-    f_oldloc.x = INT_MAX;
-    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[consoleplayer])
-    {
-        plr = &players[consoleplayer];
-    }
-    else
-    {
-        plr = &players[0];
-
-	for (pnum=0;pnum<MAXPLAYERS;pnum++)
-        {
-	    if (playeringame[pnum])
-            {
-                plr = &players[pnum];
-		break;
-            }
-        }
-    }
-
-    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, DEH_String("AMMNUM%d"), i);
-	marknums[i] = W_CacheLumpName(namebuf, PU_STATIC);
-    }
-
-}
-
-void AM_unloadPics(void)
-{
-    int i;
-    char namebuf[9];
-  
-    for (i=0;i<10;i++)
-    {
-	sprintf(namebuf, DEH_String("AMMNUM%d"), i);
-	W_ReleaseLumpName(namebuf);
-    }
-}
-
-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, 0 };
-
-    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];
-    int key;
-
-    rc = false;
-
-    if (!automapactive)
-    {
-	if (ev->type == ev_keydown && ev->data1 == key_map_toggle)
-	{
-	    AM_Start ();
-	    viewactive = false;
-	    rc = true;
-	}
-    }
-    else if (ev->type == ev_keydown)
-    {
-	rc = true;
-        key = ev->data1;
-
-        if (key == key_map_east)          // pan right
-        {
-            if (!followplayer) m_paninc.x = FTOM(F_PANINC);
-            else rc = false;
-        }
-        else if (key == key_map_west)     // pan left
-        {
-            if (!followplayer) m_paninc.x = -FTOM(F_PANINC);
-            else rc = false;
-        }
-        else if (key == key_map_north)    // pan up
-        {
-            if (!followplayer) m_paninc.y = FTOM(F_PANINC);
-            else rc = false;
-        }
-        else if (key == key_map_south)    // pan down
-        {
-            if (!followplayer) m_paninc.y = -FTOM(F_PANINC);
-            else rc = false;
-        }
-        else if (key == key_map_zoomout)  // zoom out
-        {
-            mtof_zoommul = M_ZOOMOUT;
-            ftom_zoommul = M_ZOOMIN;
-        }
-        else if (key == key_map_zoomin)   // zoom in
-        {
-            mtof_zoommul = M_ZOOMIN;
-            ftom_zoommul = M_ZOOMOUT;
-        }
-        else if (key == key_map_toggle)
-        {
-            bigstate = 0;
-            viewactive = true;
-            AM_Stop ();
-        }
-        else if (key == key_map_maxzoom)
-        {
-            bigstate = !bigstate;
-            if (bigstate)
-            {
-                AM_saveScaleAndLoc();
-                AM_minOutWindowScale();
-            }
-            else AM_restoreScaleAndLoc();
-        }
-        else if (key == key_map_follow)
-        {
-            followplayer = !followplayer;
-            f_oldloc.x = INT_MAX;
-            if (followplayer)
-                plr->message = DEH_String(AMSTR_FOLLOWON);
-            else
-                plr->message = DEH_String(AMSTR_FOLLOWOFF);
-        }
-        else if (key == key_map_grid)
-        {
-            grid = !grid;
-            if (grid)
-                plr->message = DEH_String(AMSTR_GRIDON);
-            else
-                plr->message = DEH_String(AMSTR_GRIDOFF);
-        }
-        else if (key == key_map_mark)
-        {
-            sprintf(buffer, "%s %d", DEH_String(AMSTR_MARKEDSPOT), markpointnum);
-            plr->message = buffer;
-            AM_addMark();
-        }
-        else if (key == key_map_clearmark)
-        {
-            AM_clearMarks();
-            plr->message = DEH_String(AMSTR_MARKSCLEARED);
-        }
-        else
-        {
-            cheatstate=0;
-            rc = false;
-        }
-
-	if (!deathmatch && cht_CheckCheat(&cheat_amap, ev->data2))
-	{
-	    rc = false;
-	    cheating = (cheating+1) % 3;
-	}
-    }
-    else if (ev->type == ev_keyup)
-    {
-        rc = false;
-        key = ev->data1;
-
-        if (key == key_map_east)
-        {
-            if (!followplayer) m_paninc.x = 0;
-        }
-        else if (key == key_map_west)
-        {
-            if (!followplayer) m_paninc.x = 0;
-        }
-        else if (key == key_map_north)
-        {
-            if (!followplayer) m_paninc.y = 0;
-        }
-        else if (key == key_map_south)
-        {
-            if (!followplayer) m_paninc.y = 0;
-        }
-        else if (key == key_map_zoomout || key == key_map_zoomin)
-        {
-            mtof_zoommul = FRACUNIT;
-            ftom_zoommul = FRACUNIT;
-        }
-    }
-
-    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 int 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 == arrlen(litelevels)) 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 int	outcode1 = 0;
-    register int	outcode2 = 0;
-    register int	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;
-	}
-        else
-        {
-            tmp.x = 0;
-            tmp.y = 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 int 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, DEH_String("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, arrlen(cheat_player_arrow), 0,
-		 plr->mo->angle, WHITE, plr->mo->x, plr->mo->y);
-	else
-	    AM_drawLineCharacter
-		(player_arrow, arrlen(player_arrow), 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, arrlen(player_arrow), 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, arrlen(thintriangle_guy),
-		 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, 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);
-
-}
--- a/src/strife/am_map.h
+++ /dev/null
@@ -1,57 +1,0 @@
-// Emacs style mode select   -*- C++ -*- 
-//-----------------------------------------------------------------------------
-//
-// Copyright(C) 1993-1996 Id Software, Inc.
-// Copyright(C) 2005 Simon Howard
-//
-// This program is free software; you can redistribute it and/or
-// modify it under the terms of the GNU General Public License
-// as published by the Free Software Foundation; either version 2
-// of the License, or (at your option) any later version.
-//
-// This program is distributed in the hope that it will be useful,
-// but WITHOUT ANY WARRANTY; without even the implied warranty of
-// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-// GNU General Public License for more details.
-//
-// You should have received a copy of the GNU General Public License
-// along with this program; if not, write to the Free Software
-// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
-// 02111-1307, USA.
-//
-// DESCRIPTION:
-//  AutoMap module.
-//
-//-----------------------------------------------------------------------------
-
-#ifndef __AMMAP_H__
-#define __AMMAP_H__
-
-#include "d_event.h"
-#include "m_cheat.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);
-
-
-extern cheatseq_t cheat_amap;
-
-
-#endif
--- a/src/strife/d_englsh.h
+++ /dev/null
@@ -1,701 +1,0 @@
-// Emacs style mode select   -*- C++ -*- 
-//-----------------------------------------------------------------------------
-//
-// Copyright(C) 1993-1996 Id Software, Inc.
-// Copyright(C) 2005 Simon Howard
-//
-// This program is free software; you can redistribute it and/or
-// modify it under the terms of the GNU General Public License
-// as published by the Free Software Foundation; either version 2
-// of the License, or (at your option) any later version.
-//
-// This program is distributed in the hope that it will be useful,
-// but WITHOUT ANY WARRANTY; without even the implied warranty of
-// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-// GNU General Public License for more details.
-//
-// You should have received a copy of the GNU General Public License
-// along with this program; if not, write to the Free Software
-// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
-// 02111-1307, USA.
-//
-// 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 to dos.)"
-
-#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
--- a/src/strife/d_items.c
+++ /dev/null
@@ -1,136 +1,0 @@
-// Emacs style mode select   -*- C++ -*- 
-//-----------------------------------------------------------------------------
-//
-// Copyright(C) 1993-1996 Id Software, Inc.
-// Copyright(C) 2005 Simon Howard
-//
-// This program is free software; you can redistribute it and/or
-// modify it under the terms of the GNU General Public License
-// as published by the Free Software Foundation; either version 2
-// of the License, or (at your option) any later version.
-//
-// This program is distributed in the hope that it will be useful,
-// but WITHOUT ANY WARRANTY; without even the implied warranty of
-// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-// GNU General Public License for more details.
-//
-// You should have received a copy of the GNU General Public License
-// along with this program; if not, write to the Free Software
-// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
-// 02111-1307, USA.
-//
-// DESCRIPTION:
-//
-//-----------------------------------------------------------------------------
-
-
-// We are referring to sprite numbers.
-#include "info.h"
-
-#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
-    },	
-};
-
-
-
-
-
-
-
-
--- a/src/strife/d_items.h
+++ /dev/null
@@ -1,49 +1,0 @@
-// Emacs style mode select   -*- C++ -*- 
-//-----------------------------------------------------------------------------
-//
-// Copyright(C) 1993-1996 Id Software, Inc.
-// Copyright(C) 2005 Simon Howard
-//
-// This program is free software; you can redistribute it and/or
-// modify it under the terms of the GNU General Public License
-// as published by the Free Software Foundation; either version 2
-// of the License, or (at your option) any later version.
-//
-// This program is distributed in the hope that it will be useful,
-// but WITHOUT ANY WARRANTY; without even the implied warranty of
-// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-// GNU General Public License for more details.
-//
-// You should have received a copy of the GNU General Public License
-// along with this program; if not, write to the Free Software
-// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
-// 02111-1307, USA.
-//
-// DESCRIPTION:
-//	Items: key cards, artifacts, weapon, ammunition.
-//
-//-----------------------------------------------------------------------------
-
-
-#ifndef __D_ITEMS__
-#define __D_ITEMS__
-
-#include "doomdef.h"
-
-
-
-// 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
--- a/src/strife/d_main.c
+++ /dev/null
@@ -1,1776 +1,0 @@
-// Emacs style mode select   -*- C++ -*- 
-//-----------------------------------------------------------------------------
-//
-// Copyright(C) 1993-1996 Id Software, Inc.
-// Copyright(C) 2005 Simon Howard
-//
-// This program is free software; you can redistribute it and/or
-// modify it under the terms of the GNU General Public License
-// as published by the Free Software Foundation; either version 2
-// of the License, or (at your option) any later version.
-//
-// This program is distributed in the hope that it will be useful,
-// but WITHOUT ANY WARRANTY; without even the implied warranty of
-// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-// GNU General Public License for more details.
-//
-// You should have received a copy of the GNU General Public License
-// along with this program; if not, write to the Free Software
-// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
-// 02111-1307, USA.
-//
-// 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.
-//
-//-----------------------------------------------------------------------------
-
-
-#include <ctype.h>
-#include <stdio.h>
-#include <stdlib.h>
-#include <string.h>
-
-#include "config.h"
-#include "deh_main.h"
-#include "doomdef.h"
-#include "doomstat.h"
-
-#include "dstrings.h"
-#include "doomfeatures.h"
-#include "sounds.h"
-
-#include "d_iwad.h"
-
-#include "z_zone.h"
-#include "w_wad.h"
-#include "w_merge.h"
-#include "s_sound.h"
-#include "v_video.h"
-
-#include "f_finale.h"
-#include "f_wipe.h"
-
-#include "m_argv.h"
-#include "m_config.h"
-#include "m_controls.h"
-#include "m_misc.h"
-#include "m_menu.h"
-#include "p_saveg.h"
-
-#include "i_endoom.h"
-#include "i_joystick.h"
-#include "i_system.h"
-#include "i_timer.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 "net_client.h"
-#include "net_dedicated.h"
-#include "net_query.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);
-
-// Location where savegames are stored
-
-char *          savegamedir;
-
-// location of IWAD and WAD files
-
-char *          iwadfile;
-
-
-boolean		devparm;	// started game with -devparm
-boolean         nomonsters;	// checkparm of -nomonsters
-boolean         respawnparm;	// checkparm of -respawn
-boolean         fastparm;	// checkparm of -fast
-
-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;
-int             startloadgame;
-
-FILE*		debugfile;
-
-boolean		advancedemo;
-
-// Store demo, do not accept any inputs
-
-boolean         storedemo;
-
-
-char		wadfile[1024];		// primary wad file
-char		mapdir[1024];           // directory of development maps
-
-int             show_endoom = 1;
-
-
-void D_CheckNetGame (void);
-void D_ProcessEvents (void);
-void G_BuildTiccmd (ticcmd_t* cmd);
-void D_DoAdvanceDemo (void);
-
-
-//
-// 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 (storedemo)
-        return;
-	
-    while ((ev = D_PopEvent()) != NULL)
-    {
-	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 (DEH_String("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--;
-	}
-
-    }
-
-    if (testcontrols)
-    {
-        // Box showing current mouse speed
-
-        G_DrawMouseSpeedBox();
-    }
-
-    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,
-                          W_CacheLumpName (DEH_String("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;
-            I_Sleep(1);
-	} while (tics <= 0);
-        
-	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);
-}
-
-//
-// Add configuration file variable bindings.
-//
-
-void D_BindVariables(void)
-{
-    int i;
-
-    M_ApplyPlatformDefaults();
-
-    I_BindVideoVariables();
-    I_BindJoystickVariables();
-    I_BindSoundVariables();
-
-    M_BindBaseControls();
-    M_BindWeaponControls();
-    M_BindMapControls();
-    M_BindMenuControls();
-
-#ifdef FEATURE_MULTIPLAYER
-    NET_BindVariables();
-#endif
-
-    M_BindVariable("mouse_sensitivity",      &mouseSensitivity);
-    M_BindVariable("sfx_volume",             &sfxVolume);
-    M_BindVariable("music_volume",           &musicVolume);
-    M_BindVariable("show_messages",          &showMessages);
-    M_BindVariable("screenblocks",           &screenblocks);
-    M_BindVariable("detaillevel",            &detailLevel);
-    M_BindVariable("snd_channels",           &snd_channels);
-    M_BindVariable("vanilla_savegame_limit", &vanilla_savegame_limit);
-    M_BindVariable("vanilla_demo_limit",     &vanilla_demo_limit);
-    M_BindVariable("show_endoom",            &show_endoom);
-
-    // Multiplayer chat macros
-
-    for (i=0; i<10; ++i)
-    {
-        char buf[12];
-
-        sprintf(buf, "chatmacro%i", i);
-        M_BindVariable(buf, &chat_macros[i]);
-    }
-}
-
-//
-// D_GrabMouseCallback
-//
-// Called to determine whether to grab the mouse pointer
-//
-
-boolean D_GrabMouseCallback(void)
-{
-    // Drone players don't need mouse focus
-
-    if (drone)
-        return false;
-
-    // when menu is active or game is paused, release the mouse 
- 
-    if (menuactive || paused)
-        return false;
-
-    // only grab mouse when playing levels (but not demos)
-
-    return (gamestate == GS_LEVEL) && !demoplayback;
-}
-
-//
-//  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");
-    }
-
-    TryRunTics();
-
-    I_SetWindowTitle(gamedescription);
-    I_InitGraphics();
-    I_EnableLoadingDisk();
-    I_SetGrabMouseCallback(D_GrabMouseCallback);
-
-    V_RestoreBuffer();
-    R_ExecuteSetViewSize();
-
-    D_StartGameLoop();
-
-    if (testcontrols)
-    {
-        wipegamestate = gamestate;
-    }
-
-    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.
-        if (screenvisible)
-            D_Display ();
-    }
-}
-
-
-
-//
-//  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, 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 && gameversion != exe_chex)
-      demosequence = (demosequence+1)%7;
-    else
-      demosequence = (demosequence+1)%6;
-    
-    switch (demosequence)
-    {
-      case 0:
-	if ( gamemode == commercial )
-	    pagetic = TICRATE * 11;
-	else
-	    pagetic = 170;
-	gamestate = GS_DEMOSCREEN;
-	pagename = DEH_String("TITLEPIC");
-	if ( gamemode == commercial )
-	  S_StartMusic(mus_dm2ttl);
-	else
-	  S_StartMusic (mus_intro);
-	break;
-      case 1:
-	G_DeferedPlayDemo(DEH_String("demo1"));
-	break;
-      case 2:
-	pagetic = 200;
-	gamestate = GS_DEMOSCREEN;
-	pagename = DEH_String("CREDIT");
-	break;
-      case 3:
-	G_DeferedPlayDemo(DEH_String("demo2"));
-	break;
-      case 4:
-	gamestate = GS_DEMOSCREEN;
-	if ( gamemode == commercial)
-	{
-	    pagetic = TICRATE * 11;
-	    pagename = DEH_String("TITLEPIC");
-	    S_StartMusic(mus_dm2ttl);
-	}
-	else
-	{
-	    pagetic = 200;
-
-	    if ( gamemode == retail )
-	      pagename = DEH_String("CREDIT");
-	    else
-	      pagename = DEH_String("HELP2");
-	}
-	break;
-      case 5:
-	G_DeferedPlayDemo(DEH_String("demo3"));
-	break;
-        // THE DEFINITIVE DOOM Special Edition demo
-      case 6:
-	G_DeferedPlayDemo(DEH_String("demo4"));
-	break;
-    }
-}
-
-
-
-//
-// D_StartTitle
-//
-void D_StartTitle (void)
-{
-    gameaction = ga_nothing;
-    demosequence = -1;
-    D_AdvanceDemo ();
-}
-
-// Strings for dehacked replacements of the startup banner
-//
-// These are from the original source: some of them are perhaps
-// not used in any dehacked patches
-
-static char *banners[] = 
-{
-    // doom1.wad
-    "                            "
-    "DOOM Shareware Startup v%i.%i"
-    "                           ",
-    // doom.wad
-    "                            "
-    "DOOM Registered Startup v%i.%i"
-    "                           ",
-    // Registered DOOM uses this
-    "                          "
-    "DOOM System Startup v%i.%i"
-    "                          ",
-    // doom.wad (Ultimate DOOM)
-    "                         "
-    "The Ultimate DOOM Startup v%i.%i"
-    "                        ",
-    // doom2.wad
-    "                         "
-    "DOOM 2: Hell on Earth v%i.%i"
-    "                           ",
-    // tnt.wad
-    "                     "
-    "DOOM 2: TNT - Evilution v%i.%i"
-    "                           ",
-    // plutonia.wad
-    "                   "
-    "DOOM 2: Plutonia Experiment v%i.%i"
-    "                           ",
-};
-
-//
-// Get game name: if the startup banner has been replaced, use that.
-// Otherwise, use the name given
-// 
-
-static char *GetGameName(char *gamename)
-{
-    size_t i;
-    char *deh_sub;
-    
-    for (i=0; i<arrlen(banners); ++i)
-    {
-        // Has the banner been replaced?
-
-        deh_sub = DEH_String(banners[i]);
-        
-        if (deh_sub != banners[i])
-        {
-            // Has been replaced
-            // We need to expand via printf to include the Doom version 
-            // number
-            // We also need to cut off spaces to get the basic name
-
-            gamename = Z_Malloc(strlen(deh_sub) + 10, PU_STATIC, 0);
-            sprintf(gamename, deh_sub, DOOM_VERSION / 100, DOOM_VERSION % 100);
-
-            while (gamename[0] != '\0' && isspace(gamename[0]))
-                strcpy(gamename, gamename+1);
-
-            while (gamename[0] != '\0' && isspace(gamename[strlen(gamename)-1]))
-                gamename[strlen(gamename) - 1] = '\0';
-            
-            return gamename;
-        }
-    }
-
-    return gamename;
-}
-
-//
-// Find out what version of Doom is playing.
-//
-
-void D_IdentifyVersion(void)
-{
-    // gamemission is set up by the D_FindIWAD function.  But if 
-    // we specify '-iwad', we have to identify using 
-    // IdentifyIWADByName.  However, if the iwad does not match
-    // any known IWAD name, we may have a dilemma.  Try to 
-    // identify by its contents.
-
-    if (gamemission == none)
-    {
-        unsigned int i;
-
-        for (i=0; i<numlumps; ++i)
-        {
-            if (!strncasecmp(lumpinfo[i].name, "MAP01", 8))
-            {
-                gamemission = doom2;
-                break;
-            } 
-            else if (!strncasecmp(lumpinfo[i].name, "E1M1", 8))
-            {
-                gamemission = doom;
-                break;
-            }
-        }
-
-        if (gamemission == none)
-        {
-            // Still no idea.  I don't think this is going to work.
-
-            I_Error("Unknown or invalid IWAD file.");
-        }
-    }
-
-    // Make sure gamemode is set up correctly
-
-    if (gamemission == doom)
-    {
-        // Doom 1.  But which version?
-
-        if (W_CheckNumForName("E4M1") > 0)
-        {
-            // Ultimate Doom
-
-            gamemode = retail;
-        } 
-        else if (W_CheckNumForName("E3M1") > 0)
-        {
-            gamemode = registered;
-        }
-        else
-        {
-            gamemode = shareware;
-        }
-    }
-    else
-    {
-        // Doom 2 of some kind.
-
-        gamemode = commercial;
-    }
-}
-
-// Set the gamedescription string
-
-void D_SetGameDescription(void)
-{
-    gamedescription = "Unknown";
-
-    if (gamemission == doom)
-    {
-        // Doom 1.  But which version?
-
-        if (gamemode == retail)
-        {
-            // Ultimate Doom
-
-            gamedescription = GetGameName("The Ultimate DOOM");
-        } 
-        else if (gamemode == registered)
-        {
-            gamedescription = GetGameName("DOOM Registered");
-        }
-        else if (gamemode == shareware)
-        {
-            gamedescription = GetGameName("DOOM Shareware");
-        }
-    }
-    else
-    {
-        // Doom 2 of some kind.  But which mission?
-
-        if (gamemission == doom2)
-            gamedescription = GetGameName("DOOM 2: Hell on Earth");
-        else if (gamemission == pack_plut)
-            gamedescription = GetGameName("DOOM 2: Plutonia Experiment"); 
-        else if (gamemission == pack_tnt)
-            gamedescription = GetGameName("DOOM 2: TNT - Evilution");
-    }
-}
-
-static void SetSaveGameDir(char *iwad_filename)
-{
-    char *sep;
-    char *basefile;
-
-    // Extract the base filename
- 
-    sep = strrchr(iwad_filename, DIR_SEPARATOR);
-
-    if (sep == NULL)
-    {
-        basefile = iwad_filename;
-    }
-    else
-    {
-        basefile = sep + 1;
-    }
-
-    // ~/.chocolate-doom/savegames/
-
-    savegamedir = Z_Malloc(strlen(configdir) + 30, PU_STATIC, 0);
-    sprintf(savegamedir, "%ssavegames%c", configdir,
-                         DIR_SEPARATOR);
-
-    M_MakeDirectory(savegamedir);
-
-    // eg. ~/.chocolate-doom/savegames/doom2.wad/
-
-    sprintf(savegamedir + strlen(savegamedir), "%s%c",
-            basefile, DIR_SEPARATOR);
-
-    M_MakeDirectory(savegamedir);
-}
-
-// Check if the IWAD file is the Chex Quest IWAD.  
-// Returns true if this is chex.wad.
-
-static boolean CheckChex(char *iwadname)
-{
-    char *chex_iwadname = "chex.wad";
-
-    return (strlen(iwadname) > strlen(chex_iwadname)
-     && !strcasecmp(iwadname + strlen(iwadname) - strlen(chex_iwadname),
-                    chex_iwadname));
-}
-
-//      print title for every printed line
-char            title[128];
-
-
-static boolean D_AddFile(char *filename)
-{
-    wad_file_t *handle;
-
-    printf(" adding %s\n", filename);
-    handle = W_AddFile(filename);
-
-    return handle != NULL;
-}
-
-// Copyright message banners
-// Some dehacked mods replace these.  These are only displayed if they are 
-// replaced by dehacked.
-
-static char *copyright_banners[] =
-{
-    "===========================================================================\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",
-
-    "===========================================================================\n"
-    "                 Commercial product - do not distribute!\n"
-    "         Please report software piracy to the SPA: 1-800-388-PIR8\n"
-    "===========================================================================\n",
-
-    "===========================================================================\n"
-    "                                Shareware!\n"
-    "===========================================================================\n"
-};
-
-// Prints a message only if it has been modified by dehacked.
-
-void PrintDehackedBanners(void)
-{
-    size_t i;
-
-    for (i=0; i<arrlen(copyright_banners); ++i)
-    {
-        char *deh_s;
-
-        deh_s = DEH_String(copyright_banners[i]);
-
-        if (deh_s != copyright_banners[i])
-        {
-            printf("%s", deh_s);
-
-            // Make sure the modified banner always ends in a newline character.
-            // If it doesn't, add a newline.  This fixes av.wad.
-
-            if (deh_s[strlen(deh_s) - 1] != '\n')
-            {
-                printf("\n");
-            }
-        }
-    }
-}
-
-static struct 
-{
-    char *description;
-    char *cmdline;
-    GameVersion_t version;
-} gameversions[] = {
-    {"Doom 1.9",             "1.9",        exe_doom_1_9},
-    {"Ultimate Doom",        "ultimate",   exe_ultimate},
-    {"Final Doom",           "final",      exe_final},
-    {"Chex Quest",           "chex",       exe_chex},
-    { NULL,                  NULL,         0},
-};
-
-// Initialize the game version
-
-static void InitGameVersion(void)
-{
-    int p;
-    int i;
-
-    //! 
-    // @arg <version>
-    // @category compat
-    //
-    // Emulate a specific version of Doom.  Valid values are "1.9",
-    // "ultimate" and "final".
-    //
-
-    p = M_CheckParm("-gameversion");
-
-    if (p > 0)
-    {
-        for (i=0; gameversions[i].description != NULL; ++i)
-        {
-            if (!strcmp(myargv[p+1], gameversions[i].cmdline))
-            {
-                gameversion = gameversions[i].version;
-                break;
-            }
-        }
-        
-        if (gameversions[i].description == NULL) 
-        {
-            printf("Supported game versions:\n");
-
-            for (i=0; gameversions[i].description != NULL; ++i)
-            {
-                printf("\t%s (%s)\n", gameversions[i].cmdline,
-                        gameversions[i].description);
-            }
-            
-            I_Error("Unknown game version '%s'", myargv[p+1]);
-        }
-    }
-    else
-    {
-        // Determine automatically
-
-        if (CheckChex(iwadfile))
-        {
-            // chex.exe - identified by iwad filename
-
-            gameversion = exe_chex;
-        }
-        else if (gamemode == shareware || gamemode == registered)
-        {
-            // original
-
-            gameversion = exe_doom_1_9;
-        }
-        else if (gamemode == retail)
-        {
-            gameversion = exe_ultimate;
-        }
-        else if (gamemode == commercial)
-        {
-            if (gamemission == doom2)
-            {
-                gameversion = exe_doom_1_9;
-            }
-            else
-            {
-                // Final Doom: tnt or plutonia
-
-                gameversion = exe_final;
-            }
-        }
-    }
-    
-    // The original exe does not support retail - 4th episode not supported
-
-    if (gameversion < exe_ultimate && gamemode == retail)
-    {
-        gamemode = registered;
-    }
-
-    // EXEs prior to the Final Doom exes do not support Final Doom.
-
-    if (gameversion < exe_final && gamemode == commercial)
-    {
-        gamemission = doom2;
-    }
-}
-
-void PrintGameVersion(void)
-{
-    int i;
-
-    for (i=0; gameversions[i].description != NULL; ++i)
-    {
-        if (gameversions[i].version == gameversion)
-        {
-            printf("Emulating the behavior of the "
-                   "'%s' executable.\n", gameversions[i].description);
-            break;
-        }
-    }
-}
-
-// Load the Chex Quest dehacked file, if we are in Chex mode.
-
-static void LoadChexDeh(void)
-{
-    char *chex_deh;
-
-    if (gameversion == exe_chex)
-    {
-        chex_deh = D_FindWADByName("chex.deh");
-
-        if (chex_deh == NULL)
-        {
-            I_Error("Unable to find Chex Quest dehacked file (chex.deh).\n"
-                    "The dehacked file is required in order to emulate\n"
-                    "chex.exe correctly.  It can be found in your nearest\n"
-                    "/idgames repository mirror at:\n\n"
-                    "   utils/exe_edit/patches/chexdeh.zip");
-        }
-
-        if (!DEH_LoadFile(chex_deh))
-        {
-            I_Error("Failed to load chex.deh needed for emulating chex.exe.");
-        }
-    }
-}
-
-// Function called at exit to display the ENDOOM screen
-
-static void D_Endoom(void)
-{
-    byte *endoom;
-
-    // Don't show ENDOOM if we have it disabled, or we're running
-    // in screensaver or control test mode.
-
-    if (!show_endoom || screensaver_mode || M_CheckParm("-testcontrols") > 0)
-    {
-        return;
-    }
-
-    endoom = W_CacheLumpName(DEH_String("ENDOOM"), PU_STATIC);
-
-    I_Endoom(endoom);
-}
-
-//
-// D_DoomMain
-//
-void D_DoomMain (void)
-{
-    int             p;
-    char            file[256];
-    char            demolumpname[9];
-
-    I_AtExit(D_Endoom, false);
-
-    M_FindResponseFile ();
-
-    // print banner
-
-    I_PrintBanner(PACKAGE_STRING);
-
-    printf (DEH_String("Z_Init: Init zone memory allocation daemon. \n"));
-    Z_Init ();
-
-#ifdef FEATURE_MULTIPLAYER
-    //!
-    // @category net
-    //
-    // Start a dedicated server, routing packets but not participating
-    // in the game itself.
-    //
-
-    if (M_CheckParm("-dedicated") > 0)
-    {
-        printf("Dedicated server mode.\n");
-        NET_DedicatedServer();
-
-        // Never returns
-    }
-
-    //!
-    // @arg <address>
-    // @category net
-    //
-    // Query the status of the server running on the given IP
-    // address.
-    //
-
-    p = M_CheckParm("-query");
-
-    if (p > 0)
-    {
-        NET_QueryAddress(myargv[p+1]);
-    }
-
-    //!
-    // @category net
-    //
-    // Search the local LAN for running servers.
-    //
-
-    if (M_CheckParm("-search"))
-        NET_LANQuery();
-
-#endif
-            
-#ifdef FEATURE_DEHACKED
-    printf("DEH_Init: Init Dehacked support.\n");
-    DEH_Init();
-#endif
-
-    iwadfile = D_FindIWAD(IWAD_MASK_DOOM, &gamemission);
-
-    // None found?
-
-    if (iwadfile == NULL)
-    {
-        I_Error("Game mode indeterminate.  No IWAD file was found.  Try\n"
-                "specifying one with the '-iwad' command line parameter.\n");
-    }
-
-    modifiedgame = false;
-
-    //!
-    // @vanilla
-    //
-    // Disable monsters.
-    //
-	
-    nomonsters = M_CheckParm ("-nomonsters");
-
-    //!
-    // @vanilla
-    //
-    // Monsters respawn after being killed.
-    //
-
-    respawnparm = M_CheckParm ("-respawn");
-
-    //!
-    // @vanilla
-    //
-    // Monsters move faster.
-    //
-
-    fastparm = M_CheckParm ("-fast");
-
-    //! 
-    // @vanilla
-    //
-    // Developer mode.  F1 saves a screenshot in the current working
-    // directory.
-    //
-
-    devparm = M_CheckParm ("-devparm");
-
-    I_DisplayFPSDots(devparm);
-
-    //!
-    // @category net
-    // @vanilla
-    //
-    // Start a deathmatch game.
-    //
-
-    if (M_CheckParm ("-deathmatch"))
-	deathmatch = 1;
-
-    //!
-    // @category net
-    // @vanilla
-    //
-    // Start a deathmatch 2.0 game.  Weapons do not stay in place and
-    // all items respawn after 30 seconds.
-    //
-
-    if (M_CheckParm ("-altdeath"))
-	deathmatch = 2;
-
-    if (devparm)
-	printf(DEH_String(D_DEVSTR));
-    
-    // find which dir to use for config files
-
-#ifdef _WIN32
-
-    //!
-    // @platform windows
-    // @vanilla
-    //
-    // Save configuration data and savegames in c:\doomdata,
-    // allowing play from CD.
-    //
-
-    if (M_CheckParm("-cdrom") > 0)
-    {
-        printf(D_CDROM);
-
-        M_SetConfigDir("c:\\doomdata\\");
-    }
-    else
-#endif
-    {
-        // Auto-detect the configuration dir.
-
-        M_SetConfigDir(NULL);
-    }
-    
-    //!
-    // @arg <x>
-    // @vanilla
-    //
-    // Turbo mode.  The player's speed is multiplied by x%.  If unspecified,
-    // x defaults to 200.  Values are rounded up to 10 and down to 400.
-    //
-
-    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 (DEH_String("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;
-    }
-    
-    // init subsystems
-    printf(DEH_String("V_Init: allocate screens.\n"));
-    V_Init();
-
-    // Load configuration files before initialising other subsystems.
-    printf(DEH_String("M_LoadDefaults: Load system defaults.\n"));
-    M_SetConfigFilenames("default.cfg", PROGRAM_PREFIX "doom.cfg");
-    D_BindVariables();
-    M_LoadDefaults();
-
-    // Save configuration at exit.
-    I_AtExit(M_SaveDefaults, false);
-
-    printf (DEH_String("W_Init: Init WADfiles.\n"));
-    D_AddFile(iwadfile);
-
-#ifdef FEATURE_WAD_MERGE
-
-    // Merged PWADs are loaded first, because they are supposed to be 
-    // modified IWADs.
-
-    //!
-    // @arg <files>
-    // @category mod
-    //
-    // Simulates the behavior of deutex's -merge option, merging a PWAD
-    // into the main IWAD.  Multiple files may be specified.
-    //
-
-    p = M_CheckParm("-merge");
-
-    if (p > 0)
-    {
-        for (p = p + 1; p<myargc && myargv[p][0] != '-'; ++p)
-        {
-            char *filename;
-
-            filename = D_TryFindWADByName(myargv[p]);
-
-            printf(" merging %s\n", filename);
-            W_MergeFile(filename);
-        }
-    }
-
-    // NWT-style merging:
-
-    // NWT's -merge option:
-
-    //!
-    // @arg <files>
-    // @category mod
-    //
-    // Simulates the behavior of NWT's -merge option.  Multiple files
-    // may be specified.
-
-    p = M_CheckParm("-nwtmerge");
-
-    if (p > 0)
-    {
-        for (p = p + 1; p<myargc && myargv[p][0] != '-'; ++p)
-        {
-            char *filename;
-
-            filename = D_TryFindWADByName(myargv[p]);
-
-            printf(" performing NWT-style merge of %s\n", filename);
-            W_NWTDashMerge(filename);
-        }
-    }
-    
-    // Add flats
-
-    //!
-    // @arg <files>
-    // @category mod
-    //
-    // Simulates the behavior of NWT's -af option, merging flats into
-    // the main IWAD directory.  Multiple files may be specified.
-    //
-
-    p = M_CheckParm("-af");
-
-    if (p > 0)
-    {
-        for (p = p + 1; p<myargc && myargv[p][0] != '-'; ++p)
-        {
-            char *filename;
-
-            filename = D_TryFindWADByName(myargv[p]);
-
-            printf(" merging flats from %s\n", filename);
-            W_NWTMergeFile(filename, W_NWT_MERGE_FLATS);
-        }
-    }
-
-    //!
-    // @arg <files>
-    // @category mod
-    //
-    // Simulates the behavior of NWT's -as option, merging sprites
-    // into the main IWAD directory.  Multiple files may be specified.
-    //
-
-    p = M_CheckParm("-as");
-
-    if (p > 0)
-    {
-        for (p = p + 1; p<myargc && myargv[p][0] != '-'; ++p)
-        {
-            char *filename;
-
-            filename = D_TryFindWADByName(myargv[p]);
-
-            printf(" merging sprites from %s\n", filename);
-            W_NWTMergeFile(filename, W_NWT_MERGE_SPRITES);
-        }
-    }
-
-    //!
-    // @arg <files>
-    // @category mod
-    //
-    // Equivalent to "-af <files> -as <files>".
-    //
-
-    p = M_CheckParm("-aa");
-
-    if (p > 0)
-    {
-        for (p = p + 1; p<myargc && myargv[p][0] != '-'; ++p)
-        {
-            char *filename;
-
-            filename = D_TryFindWADByName(myargv[p]);
-
-            printf(" merging sprites and flats from %s\n", filename);
-            W_NWTMergeFile(filename, W_NWT_MERGE_SPRITES | W_NWT_MERGE_FLATS);
-        }
-    }
-
-#endif
-
-    //!
-    // @arg <files>
-    // @vanilla
-    //
-    // Load the specified PWAD files.
-    //
-
-    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] != '-')
-        {
-            char *filename;
-
-            filename = D_TryFindWADByName(myargv[p]);
-
-	    D_AddFile(filename);
-        }
-    }
-
-    // Debug:
-//    W_PrintDirectory();
-
-    // 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);
-    }
-
-    //!
-    // @arg <demo>
-    // @category demo
-    // @vanilla
-    //
-    // Play back the demo named demo.lmp.
-    //
-
-    p = M_CheckParm ("-playdemo");
-
-    if (!p)
-    {
-        //!
-        // @arg <demo>
-        // @category demo
-        // @vanilla
-        //
-        // Play back the demo named demo.lmp, determining the framerate
-        // of the screen.
-        //
-	p = M_CheckParm ("-timedemo");
-
-    }
-
-    if (p && p < myargc-1)
-    {
-        if (!strcasecmp(myargv[p+1] + strlen(myargv[p+1]) - 4, ".lmp"))
-        {
-            strcpy(file, myargv[p + 1]);
-        }
-        else
-        {
-	    sprintf (file,"%s.lmp", myargv[p+1]);
-        }
-
-	if (D_AddFile (file))
-        {
-            strncpy(demolumpname, lumpinfo[numlumps - 1].name, 8);
-            demolumpname[8] = '\0';
-
-            printf("Playing demo %s.\n", file);
-        }
-        else
-        {
-            // If file failed to load, still continue trying to play
-            // the demo in the same way as Vanilla Doom.  This makes
-            // tricks like "-playdemo demo1" possible.
-
-            strncpy(demolumpname, myargv[p + 1], 8);
-            demolumpname[8] = '\0';
-        }
-
-    }
-
-    I_AtExit((atexit_func_t) G_CheckDemoStatus, true);
-
-    // Generate the WAD hash table.  Speed things up a bit.
-
-    W_GenerateHashTable();
-    
-    D_IdentifyVersion();
-    InitGameVersion();
-    LoadChexDeh();
-    D_SetGameDescription();
-    SetSaveGameDir(iwadfile);
-
-    // 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(DEH_String("\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(DEH_String("\nThis is not the registered version."));
-    }
-    
-    // get skill / episode / map from parms
-    startskill = sk_medium;
-    startepisode = 1;
-    startmap = 1;
-    autostart = false;
-
-    //!
-    // @arg <skill>
-    // @vanilla
-    //
-    // Set the game skill, 1-5 (1: easiest, 5: hardest).  A skill of
-    // 0 disables all monsters.
-    //
-
-    p = M_CheckParm ("-skill");
-
-    if (p && p < myargc-1)
-    {
-	startskill = myargv[p+1][0]-'1';
-	autostart = true;
-    }
-
-    //!
-    // @arg <n>
-    // @vanilla
-    //
-    // Start playing on episode n (1-4)
-    //
-
-    p = M_CheckParm ("-episode");
-
-    if (p && p < myargc-1)
-    {
-	startepisode = myargv[p+1][0]-'0';
-	startmap = 1;
-	autostart = true;
-    }
-	
-    timelimit = 0;
-
-    //! 
-    // @arg <n>
-    // @category net
-    // @vanilla
-    //
-    // For multiplayer games: exit each level after n minutes.
-    //
-
-    p = M_CheckParm ("-timer");
-
-    if (p && p < myargc-1 && deathmatch)
-    {
-	timelimit = atoi(myargv[p+1]);
-	printf("timer: %i\n", timelimit);
-    }
-
-    //!
-    // @category net
-    // @vanilla
-    //
-    // Austin Virtual Gaming: end levels after 20 minutes.
-    //
-
-    p = M_CheckParm ("-avg");
-
-    if (p && p < myargc-1 && deathmatch)
-    {
-	printf(DEH_String("Austin Virtual Gaming: Levels will end "
-			  "after 20 minutes\n"));
-	timelimit = 20;
-    }
-
-    //!
-    // @arg [<x> <y> | <xy>]
-    // @vanilla
-    //
-    // Start a game immediately, warping to ExMy (Doom 1) or MAPxy
-    // (Doom 2)
-    //
-
-    p = M_CheckParm ("-warp");
-
-    if (p && p < myargc-1)
-    {
-        if (gamemode == commercial)
-            startmap = atoi (myargv[p+1]);
-        else
-        {
-            startepisode = myargv[p+1][0]-'0';
-
-            if (p + 2 < myargc)
-            {
-                startmap = myargv[p+2][0]-'0';
-            }
-            else
-            {
-                startmap = 1;
-            }
-        }
-        autostart = true;
-    }
-
-    // Undocumented:
-    // Invoked by setup to test the controls.
-
-    p = M_CheckParm("-testcontrols");
-
-    if (p > 0)
-    {
-        startepisode = 1;
-        startmap = 1;
-        autostart = true;
-        testcontrols = true;
-    }
-
-    // Check for load game parameter
-    // We do this here and save the slot number, so that the network code
-    // can override it or send the load slot to other players.
-
-    //!
-    // @arg <s>
-    // @vanilla
-    //
-    // Load the game in slot s.
-    //
-
-    p = M_CheckParm ("-loadgame");
-    
-    if (p && p < myargc-1)
-    {
-        startloadgame = atoi(myargv[p+1]);
-    }
-    else
-    {
-        // Not loading a game
-        startloadgame = -1;
-    }
-
-    if (W_CheckNumForName("SS_START") >= 0
-     || W_CheckNumForName("FF_END") >= 0)
-    {
-        I_PrintDivider();
-        printf(" WARNING: The loaded WAD file contains modified sprites or\n"
-               " floor textures.  You may want to use the '-merge' command\n"
-               " line option instead of '-file'.\n");
-    }
-
-    I_PrintStartupBanner(gamedescription);
-    PrintDehackedBanners();
-
-    printf (DEH_String("M_Init: Init miscellaneous info.\n"));
-    M_Init ();
-
-    printf (DEH_String("R_Init: Init DOOM refresh daemon - "));
-    R_Init ();
-
-    printf (DEH_String("\nP_Init: Init Playloop state.\n"));
-    P_Init ();
-
-    printf (DEH_String("I_Init: Setting up machine state.\n"));
-    I_CheckIsScreensaver();
-    I_InitTimer();
-    I_InitJoystick();
-
-#ifdef FEATURE_MULTIPLAYER
-    printf ("NET_Init: Init network subsystem.\n");
-    NET_Init ();
-#endif
-
-    printf (DEH_String("S_Init: Setting up sound.\n"));
-    S_Init (sfxVolume * 8, musicVolume * 8);
-
-    printf (DEH_String("D_CheckNetGame: Checking network game status.\n"));
-    D_CheckNetGame ();
-
-    PrintGameVersion();
-
-    printf (DEH_String("HU_Init: Setting up heads up display.\n"));
-    HU_Init ();
-
-    printf (DEH_String("ST_Init: Init status bar.\n"));
-    ST_Init ();
-
-    // If Doom II without a MAP01 lump, this is a store demo.  
-    // Moved this here so that MAP01 isn't constantly looked up
-    // in the main loop.
-
-    if (gamemode == commercial && W_CheckNumForName("map01") < 0)
-        storedemo = true;
-
-    //!
-    // @arg <x>
-    // @category demo
-    // @vanilla
-    //
-    // Record a demo named x.lmp.
-    //
-
-    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 (demolumpname);
-	D_DoomLoop ();  // never returns
-    }
-	
-    p = M_CheckParm ("-timedemo");
-    if (p && p < myargc-1)
-    {
-	G_TimeDemo (demolumpname);
-	D_DoomLoop ();  // never returns
-    }
-	
-    if (startloadgame >= 0)
-    {
-        strcpy(file, P_SaveGameFile(startloadgame));
-	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
-}
-
--- a/src/strife/d_main.h
+++ /dev/null
@@ -1,58 +1,0 @@
-// Emacs style mode select   -*- C++ -*- 
-//-----------------------------------------------------------------------------
-//
-// Copyright(C) 1993-1996 Id Software, Inc.
-// Copyright(C) 2005 Simon Howard
-//
-// This program is free software; you can redistribute it and/or
-// modify it under the terms of the GNU General Public License
-// as published by the Free Software Foundation; either version 2
-// of the License, or (at your option) any later version.
-//
-// This program is distributed in the hope that it will be useful,
-// but WITHOUT ANY WARRANTY; without even the implied warranty of
-// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-// GNU General Public License for more details.
-//
-// You should have received a copy of the GNU General Public License
-// along with this program; if not, write to the Free Software
-// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
-// 02111-1307, USA.
-//
-// DESCRIPTION:
-//	System specific interface stuff.
-//
-//-----------------------------------------------------------------------------
-
-
-#ifndef __D_MAIN__
-#define __D_MAIN__
-
-#include "doomdef.h"
-
-
-
-
-// Read events from all input devices
-
-void D_ProcessEvents (void); 
-	
-
-//
-// BASE LEVEL
-//
-void D_PageTicker (void);
-void D_PageDrawer (void);
-void D_AdvanceDemo (void);
-void D_DoAdvanceDemo (void);
-void D_StartTitle (void);
- 
-//
-// GLOBAL VARIABLES
-//
-
-extern  gameaction_t    gameaction;
-
-
-#endif
-
--- a/src/strife/d_net.c
+++ /dev/null
@@ -1,627 +1,0 @@
-// Emacs style mode select   -*- C++ -*- 
-//-----------------------------------------------------------------------------
-//
-// Copyright(C) 1993-1996 Id Software, Inc.
-// Copyright(C) 2005 Simon Howard
-//
-// This program is free software; you can redistribute it and/or
-// modify it under the terms of the GNU General Public License
-// as published by the Free Software Foundation; either version 2
-// of the License, or (at your option) any later version.
-//
-// This program is distributed in the hope that it will be useful,
-// but WITHOUT ANY WARRANTY; without even the implied warranty of
-// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-// GNU General Public License for more details.
-//
-// You should have received a copy of the GNU General Public License
-// along with this program; if not, write to the Free Software
-// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
-// 02111-1307, USA.
-//
-// DESCRIPTION:
-//	DOOM Network game communication and protocol,
-//	all OS independend parts.
-//
-//-----------------------------------------------------------------------------
-
-
-
-#include "doomfeatures.h"
-
-#include "d_main.h"
-#include "m_argv.h"
-#include "m_menu.h"
-#include "i_system.h"
-#include "i_timer.h"
-#include "i_video.h"
-#include "g_game.h"
-#include "doomdef.h"
-#include "doomstat.h"
-
-#include "deh_main.h"
-
-#include "net_client.h"
-#include "net_gui.h"
-#include "net_io.h"
-#include "net_query.h"
-#include "net_server.h"
-#include "net_sdl.h"
-#include "net_loop.h"
-
-
-//
-// 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
-//
-
-ticcmd_t        netcmds[MAXPLAYERS][BACKUPTICS];
-int         	nettics[MAXPLAYERS];
-
-int             maketic;
-
-// Used for original sync code.
-
-int		lastnettic;
-int             skiptics = 0;
-
-// Reduce the bandwidth needed by sampling game input less and transmitting
-// less.  If ticdup is 2, sample half normal, 3 = one third normal, etc.
-
-int		ticdup;
-
-// Send this many extra (backup) tics in each packet.
-
-int             extratics;
-
-// Amount to offset the timer for game sync.
-
-fixed_t         offsetms;
-
-// Use new client syncronisation code
-
-boolean         net_cl_new_sync = true;
-
-// Connected but not participating in the game (observer)
-
-boolean drone = false;
-
-// 35 fps clock adjusted by offsetms milliseconds
-
-static int GetAdjustedTime(void)
-{
-    int time_ms;
-
-    time_ms = I_GetTimeMS();
-
-    if (net_cl_new_sync)
-    {
-	// Use the adjustments from net_client.c only if we are
-	// using the new sync mode.
-
-        time_ms += (offsetms / FRACUNIT);
-    }
-
-    return (time_ms * TICRATE) / 1000;
-}
-
-//
-// NetUpdate
-// Builds ticcmds for console player,
-// sends out a packet
-//
-int      lasttime;
-
-void NetUpdate (void)
-{
-    int nowtime;
-    int newtics;
-    int	i;
-    int	gameticdiv;
-
-    // If we are running with singletics (timing a demo), this
-    // is all done separately.
-
-    if (singletics)
-        return;
-    
-#ifdef FEATURE_MULTIPLAYER
-
-    // Run network subsystems
-
-    NET_CL_Run();
-    NET_SV_Run();
-
-#endif
-
-    // check time
-    nowtime = GetAdjustedTime() / ticdup;
-    newtics = nowtime - lasttime;
-
-    lasttime = nowtime;
-
-    if (skiptics <= newtics)
-    {
-        newtics -= skiptics;
-        skiptics = 0;
-    }
-    else
-    {
-        skiptics -= newtics;
-        newtics = 0;
-    }
-
-    // build new ticcmds for console player
-    gameticdiv = gametic/ticdup;
-
-    for (i=0 ; i<newtics ; i++)
-    {
-        ticcmd_t cmd;
-
-	I_StartTic ();
-	D_ProcessEvents ();
-
-        // Always run the menu
-
-        M_Ticker ();
-
-        if (drone)
-        {
-            // In drone mode, do not generate any ticcmds.
-
-            continue;
-        }
-	
-        if (net_cl_new_sync)
-        { 
-           // If playing single player, do not allow tics to buffer
-           // up very far
-
-           if ((!netgame || demoplayback) && maketic - gameticdiv > 2)
-               break;
-
-           // Never go more than ~200ms ahead
-
-           if (maketic - gameticdiv > 8)
-               break;
-        }
-	else
-	{
-           if (maketic - gameticdiv >= 5)
-               break;
-	}
-
-	//printf ("mk:%i ",maketic);
-	G_BuildTiccmd(&cmd);
-
-#ifdef FEATURE_MULTIPLAYER
-        
-        if (netgame && !demoplayback)
-        {
-            NET_CL_SendTiccmd(&cmd, maketic);
-        }
-
-#endif
-        netcmds[consoleplayer][maketic % BACKUPTICS] = cmd;
-
-	++maketic;
-        nettics[consoleplayer] = maketic;
-    }
-}
-
-//
-// Start game loop
-//
-// Called after the screen is set but before the game starts running.
-//  
-
-void D_StartGameLoop(void)
-{
-    lasttime = GetAdjustedTime() / ticdup;
-}
-
-
-//
-// D_CheckNetGame
-// Works out player numbers among the net participants
-//
-extern	int			viewangleoffset;
-
-void D_CheckNetGame (void)
-{
-    int i;
-    int num_players;
-
-    // Call D_QuitNetGame on exit 
-
-    I_AtExit(D_QuitNetGame, true);
-
-    // default values for single player
-
-    consoleplayer = 0;
-    netgame = false;
-    ticdup = 1;
-    extratics = 1;
-    lowres_turn = false;
-    offsetms = 0;
-    
-    for (i=0; i<MAXPLAYERS; i++)
-    {
-        playeringame[i] = false;
-       	nettics[i] = 0;
-    }
-
-    playeringame[0] = true;
-
-#ifdef FEATURE_MULTIPLAYER
-
-    {
-        net_addr_t *addr = NULL;
-
-        //!
-        // @category net
-        //
-        // Start a multiplayer server, listening for connections.
-        //
-
-        if (M_CheckParm("-server") > 0)
-        {
-            NET_SV_Init();
-            NET_SV_AddModule(&net_loop_server_module);
-            NET_SV_AddModule(&net_sdl_module);
-
-            net_loop_client_module.InitClient();
-            addr = net_loop_client_module.ResolveAddress(NULL);
-        }
-        else
-        {
-            //! 
-            // @category net
-            //
-            // Automatically search the local LAN for a multiplayer
-            // server and join it.
-            //
-
-            i = M_CheckParm("-autojoin");
-
-            if (i > 0)
-            {
-                addr = NET_FindLANServer();
-
-                if (addr == NULL)
-                {
-                    I_Error("No server found on local LAN");
-                }
-            }
-
-            //!
-            // @arg <address>
-            // @category net
-            //
-            // Connect to a multiplayer server running on the given 
-            // address.
-            //
-            
-            i = M_CheckParm("-connect");
-
-            if (i > 0)
-            {
-                net_sdl_module.InitClient();
-                addr = net_sdl_module.ResolveAddress(myargv[i+1]);
-
-                if (addr == NULL)
-                {
-                    I_Error("Unable to resolve '%s'\n", myargv[i+1]);
-                }
-            }
-        }
-
-        if (addr != NULL)
-        {
-            if (M_CheckParm("-drone") > 0)
-            {
-                drone = true;
-            }
-
-            //!
-            // @category net
-            //
-            // Run as the left screen in three screen mode.
-            //
-
-            if (M_CheckParm("-left") > 0)
-            {
-                viewangleoffset = ANG90;
-                drone = true;
-            }
-
-            //! 
-            // @category net
-            //
-            // Run as the right screen in three screen mode.
-            //
-
-            if (M_CheckParm("-right") > 0)
-            {
-                viewangleoffset = ANG270;
-                drone = true;
-            }
-
-            if (!NET_CL_Connect(addr))
-            {
-                I_Error("D_CheckNetGame: Failed to connect to %s\n", 
-                        NET_AddrToString(addr));
-            }
-
-            printf("D_CheckNetGame: Connected to %s\n", NET_AddrToString(addr));
-
-            NET_WaitForStart();
-        }
-    }
-
-#endif
-
-    num_players = 0;
-
-    for (i=0; i<MAXPLAYERS; ++i)
-    {
-        if (playeringame[i])
-            ++num_players;
-    }
-
-    printf (DEH_String("startskill %i  deathmatch: %i  startmap: %i  startepisode: %i\n"),
-	    startskill, deathmatch, startmap, startepisode);
-	
-    printf(DEH_String("player %i of %i (%i nodes)\n"),
-	    consoleplayer+1, num_players, num_players);
-
-    // Show players here; the server might have specified a time limit
-
-    if (timelimit > 0)
-    {
-	printf(DEH_String("Levels will end after %d minute"),timelimit);
-	if (timelimit > 1)
-	    printf("s");
-	printf(".\n");
-    }
-}
-
-
-//
-// D_QuitNetGame
-// Called before quitting to leave a net game
-// without hanging the other players
-//
-void D_QuitNetGame (void)
-{
-    if (debugfile)
-	fclose (debugfile);
-
-#ifdef FEATURE_MULTIPLAYER
-
-    NET_SV_Shutdown();
-    NET_CL_Disconnect();
-
-#endif
-
-}
-
-// Returns true if there are currently any players in the game.
-
-static boolean PlayersInGame(void)
-{
-    int i;
-
-    for (i=0; i<MAXPLAYERS; ++i)
-    {
-        if (playeringame[i])
-        {
-            return true;
-        }
-    }
-
-    return false;
-}
-
-static int GetLowTic(void)
-{
-    int lowtic;
-
-#ifdef FEATURE_MULTIPLAYER
-    if (net_client_connected)
-    {
-        int i;
-
-        lowtic = INT_MAX;
-    
-        for (i=0; i<MAXPLAYERS; ++i)
-        {
-            if (playeringame[i])
-            {
-                if (nettics[i] < lowtic)
-                    lowtic = nettics[i];
-            }
-        }
-    }
-    else
-#endif
-    {
-        lowtic = maketic;
-    }
-
-    return lowtic;
-}
-
-//
-// TryRunTics
-//
-int	oldnettics;
-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;
-
-    // get real tics		
-    entertic = I_GetTime() / ticdup;
-    realtics = entertic - oldentertics;
-    oldentertics = entertic;
-    
-    // get available tics
-    NetUpdate ();
-	
-    lowtic = GetLowTic();
-
-    availabletics = lowtic - gametic/ticdup;
-    
-    // decide how many tics to run
-    
-    if (net_cl_new_sync)
-    {
-	counts = availabletics;
-    }
-    else
-    {
-        // 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 (!demoplayback)
-        {
-	    int keyplayer = -1;
-
-            // ideally maketic should be 1 - 3 tics above lowtic
-            // if we are consistantly slower, speed up time
-
-            for (i=0 ; i<MAXPLAYERS ; i++)
-	    {
-                if (playeringame[i])
-		{
-		    keyplayer = i;
-                    break;
-		}
-	    }
-
-	    if (keyplayer < 0)
-	    {
-		// If there are no players, we can never advance anyway
-
-		return;
-	    }
-
-            if (consoleplayer == keyplayer)
-            {
-                // the key player does not adapt
-            }
-            else
-            {
-                if (maketic <= nettics[keyplayer])
-                {
-                    lasttime--;
-                    // printf ("-");
-                }
-
-                frameskip[frameon & 3] = (oldnettics > nettics[keyplayer]);
-                oldnettics = maketic;
-
-                if (frameskip[0] && frameskip[1] && frameskip[2] && frameskip[3])
-                {
-                    skiptics = 1;
-                    // printf ("+");
-                }
-            }
-        }
-    }
-
-    if (counts < 1)
-	counts = 1;
-		
-    // wait for new tics if needed
-
-    while (!PlayersInGame() || lowtic < gametic/ticdup + counts)	
-    {
-	NetUpdate ();   
-
-        lowtic = GetLowTic();
-	
-	if (lowtic < gametic/ticdup)
-	    I_Error ("TryRunTics: lowtic < gametic");
-    
-        // Don't stay in this loop forever.  The menu is still running,
-        // so return to update the screen
-
-	if (I_GetTime() / ticdup - entertic > 0)
-	{
-	    return;
-	} 
-
-        I_Sleep(1);
-    }
-    
-    // run the count * ticdup dics
-    while (counts--)
-    {
-	for (i=0 ; i<ticdup ; i++)
-	{
-            // check that there are players in the game.  if not, we cannot
-            // run a tic.
-        
-            if (!PlayersInGame())
-            {
-                return;
-            }
-    
-	    if (gametic/ticdup > lowtic)
-		I_Error ("gametic>lowtic");
-	    if (advancedemo)
-		D_DoAdvanceDemo ();
-
-	    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
-    }
-}
-
--- a/src/strife/d_net.h
+++ /dev/null
@@ -1,52 +1,0 @@
-// Emacs style mode select   -*- C++ -*- 
-//-----------------------------------------------------------------------------
-//
-// Copyright(C) 1993-1996 Id Software, Inc.
-// Copyright(C) 2005 Simon Howard
-//
-// This program is free software; you can redistribute it and/or
-// modify it under the terms of the GNU General Public License
-// as published by the Free Software Foundation; either version 2
-// of the License, or (at your option) any later version.
-//
-// This program is distributed in the hope that it will be useful,
-// but WITHOUT ANY WARRANTY; without even the implied warranty of
-// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-// GNU General Public License for more details.
-//
-// You should have received a copy of the GNU General Public License
-// along with this program; if not, write to the Free Software
-// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
-// 02111-1307, USA.
-//
-// DESCRIPTION:
-//	Networking stuff.
-//
-//-----------------------------------------------------------------------------
-
-
-#ifndef __D_NET__
-#define __D_NET__
-
-#include "d_player.h"
-
-extern int extratics;
-
-// 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);
-
-// Called at start of game loop to initialize timers
-void D_StartGameLoop(void);
-
-extern boolean drone;
-extern boolean net_cl_new_sync;
-
-#endif
-
--- a/src/strife/d_player.h
+++ /dev/null
@@ -1,217 +1,0 @@
-// Emacs style mode select   -*- C++ -*- 
-//-----------------------------------------------------------------------------
-//
-// Copyright(C) 1993-1996 Id Software, Inc.
-// Copyright(C) 2005 Simon Howard
-//
-// This program is free software; you can redistribute it and/or
-// modify it under the terms of the GNU General Public License
-// as published by the Free Software Foundation; either version 2
-// of the License, or (at your option) any later version.
-//
-// This program is distributed in the hope that it will be useful,
-// but WITHOUT ANY WARRANTY; without even the implied warranty of
-// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-// GNU General Public License for more details.
-//
-// You should have received a copy of the GNU General Public License
-// along with this program; if not, write to the Free Software
-// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
-// 02111-1307, USA.
-//
-// 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"
-
-#include "net_defs.h"
-
-
-
-
-//
-// 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
--- a/src/strife/d_textur.h
+++ /dev/null
@@ -1,51 +1,0 @@
-// Emacs style mode select   -*- C++ -*- 
-//-----------------------------------------------------------------------------
-//
-// Copyright(C) 1993-1996 Id Software, Inc.
-// Copyright(C) 2005 Simon Howard
-//
-// This program is free software; you can redistribute it and/or
-// modify it under the terms of the GNU General Public License
-// as published by the Free Software Foundation; either version 2
-// of the License, or (at your option) any later version.
-//
-// This program is distributed in the hope that it will be useful,
-// but WITHOUT ANY WARRANTY; without even the implied warranty of
-// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-// GNU General Public License for more details.
-//
-// You should have received a copy of the GNU General Public License
-// along with this program; if not, write to the Free Software
-// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
-// 02111-1307, USA.
-//
-// 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
--- a/src/strife/d_think.h
+++ /dev/null
@@ -1,76 +1,0 @@
-// Emacs style mode select   -*- C++ -*- 
-//-----------------------------------------------------------------------------
-//
-// Copyright(C) 1993-1996 Id Software, Inc.
-// Copyright(C) 2005 Simon Howard
-//
-// This program is free software; you can redistribute it and/or
-// modify it under the terms of the GNU General Public License
-// as published by the Free Software Foundation; either version 2
-// of the License, or (at your option) any later version.
-//
-// This program is distributed in the hope that it will be useful,
-// but WITHOUT ANY WARRANTY; without even the implied warranty of
-// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-// GNU General Public License for more details.
-//
-// You should have received a copy of the GNU General Public License
-// along with this program; if not, write to the Free Software
-// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
-// 02111-1307, USA.
-//
-// 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__
-
-
-
-
-
-//
-// 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_v	acv;
-  actionf_p1	acp1;
-  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
--- a/src/strife/deh_ammo.c
+++ /dev/null
@@ -1,112 +1,0 @@
-// Emacs style mode select   -*- C++ -*- 
-//-----------------------------------------------------------------------------
-//
-// Copyright(C) 2005 Simon Howard
-//
-// This program is free software; you can redistribute it and/or
-// modify it under the terms of the GNU General Public License
-// as published by the Free Software Foundation; either version 2
-// of the License, or (at your option) any later version.
-//
-// This program is distributed in the hope that it will be useful,
-// but WITHOUT ANY WARRANTY; without even the implied warranty of
-// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-// GNU General Public License for more details.
-//
-// You should have received a copy of the GNU General Public License
-// along with this program; if not, write to the Free Software
-// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
-// 02111-1307, USA.
-//
-//-----------------------------------------------------------------------------
-//
-// Parses "Ammo" sections in dehacked files
-//
-//-----------------------------------------------------------------------------
-
-#include <stdio.h>
-#include <stdlib.h>
-#include <string.h>
-
-#include "doomdef.h"
-#include "doomtype.h"
-#include "deh_defs.h"
-#include "deh_io.h"
-#include "deh_main.h"
-#include "p_local.h"
-
-static void *DEH_AmmoStart(deh_context_t *context, char *line)
-{
-    int ammo_number = 0;
-
-    if (sscanf(line, "Ammo %i", &ammo_number) != 1)
-    {
-        DEH_Warning(context, "Parse error on section start");
-        return NULL;
-    }
-
-    if (ammo_number < 0 || ammo_number >= NUMAMMO)
-    {
-        DEH_Warning(context, "Invalid ammo number: %i", ammo_number);
-        return NULL;
-    }
-    
-    return &maxammo[ammo_number];
-}
-
-static void DEH_AmmoParseLine(deh_context_t *context, char *line, void *tag)
-{
-    char *variable_name, *value;
-    int ivalue;
-    int ammo_number;
-
-    if (tag == NULL)
-        return;
-
-    ammo_number = ((int *) tag) - maxammo;
-
-    // Parse the assignment
-
-    if (!DEH_ParseAssignment(line, &variable_name, &value))
-    {
-        // Failed to parse
-
-        DEH_Warning(context, "Failed to parse assignment");
-        return;
-    }
-
-    ivalue = atoi(value);
-
-    // maxammo
-
-    if (!strcasecmp(variable_name, "Per ammo"))
-        clipammo[ammo_number] = ivalue;
-    else if (!strcasecmp(variable_name, "Max ammo"))
-        maxammo[ammo_number] = ivalue;
-    else
-    {
-        DEH_Warning(context, "Field named '%s' not found", variable_name);
-    }
-}
-
-static void DEH_AmmoMD5Hash(md5_context_t *context)
-{
-    int i;
-
-    for (i=0; i<NUMAMMO; ++i)
-    {
-        MD5_UpdateInt32(context, clipammo[i]);
-        MD5_UpdateInt32(context, maxammo[i]);
-    }
-}
-
-deh_section_t deh_section_ammo =
-{
-    "Ammo",
-    NULL,
-    DEH_AmmoStart,
-    DEH_AmmoParseLine,
-    NULL,
-    DEH_AmmoMD5Hash,
-};
-
--- a/src/strife/deh_cheat.c
+++ /dev/null
@@ -1,155 +1,0 @@
-// Emacs style mode select   -*- C++ -*- 
-//-----------------------------------------------------------------------------
-//
-// Copyright(C) 2005 Simon Howard
-//
-// This program is free software; you can redistribute it and/or
-// modify it under the terms of the GNU General Public License
-// as published by the Free Software Foundation; either version 2
-// of the License, or (at your option) any later version.
-//
-// This program is distributed in the hope that it will be useful,
-// but WITHOUT ANY WARRANTY; without even the implied warranty of
-// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-// GNU General Public License for more details.
-//
-// You should have received a copy of the GNU General Public License
-// along with this program; if not, write to the Free Software
-// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
-// 02111-1307, USA.
-//
-//-----------------------------------------------------------------------------
-//
-// Parses "Cheat" sections in dehacked files
-//
-//-----------------------------------------------------------------------------
-
-#include <stdlib.h>
-#include <string.h>
-
-#include "doomtype.h"
-
-#include "deh_defs.h"
-#include "deh_io.h"
-#include "deh_main.h"
-#include "am_map.h"
-#include "st_stuff.h"
-
-typedef struct 
-{
-    char *name;
-    cheatseq_t *seq;
-} deh_cheat_t;
-
-static deh_cheat_t allcheats[] =
-{
-    {"Change music",        &cheat_mus },
-    {"Chainsaw",            &cheat_choppers },
-    {"God mode",            &cheat_god },
-    {"Ammo & Keys",         &cheat_ammo },
-    {"Ammo",                &cheat_ammonokey },
-    {"No Clipping 1",       &cheat_noclip },
-    {"No Clipping 2",       &cheat_commercial_noclip },
-    {"Invincibility",       &cheat_powerup[0] },
-    {"Berserk",             &cheat_powerup[1] },
-    {"Invisibility",        &cheat_powerup[2] },
-    {"Radiation Suit",      &cheat_powerup[3] },
-    {"Auto-map",            &cheat_powerup[4] },
-    {"Lite-Amp Goggles",    &cheat_powerup[5] },
-    {"BEHOLD menu",         &cheat_powerup[6] },
-    {"Level Warp",          &cheat_clev },
-    {"Player Position",     &cheat_mypos },
-    {"Map cheat",           &cheat_amap },
-};
-
-static deh_cheat_t *FindCheatByName(char *name)
-{
-    size_t i;
-    
-    for (i=0; i<arrlen(allcheats); ++i)
-    {
-        if (!strcasecmp(allcheats[i].name, name))
-            return &allcheats[i];
-    }
-
-    return NULL;
-}
-
-static void *DEH_CheatStart(deh_context_t *context, char *line)
-{
-    return NULL;
-}
-
-static void DEH_CheatParseLine(deh_context_t *context, char *line, void *tag)
-{
-    deh_cheat_t *cheat;
-    char *variable_name;
-    char *value;
-    unsigned char *unsvalue;
-    unsigned int i;
-
-    if (!DEH_ParseAssignment(line, &variable_name, &value))
-    {
-        // Failed to parse
-
-        DEH_Warning(context, "Failed to parse assignment");
-        return;
-    }
-
-    unsvalue = (unsigned char *) value;
-
-    cheat = FindCheatByName(variable_name);
-
-    if (cheat == NULL)
-    {
-        DEH_Warning(context, "Unknown cheat '%s'", variable_name);
-        return;
-    }
-
-    // write the value into the cheat sequence
-
-    i = 0;
-
-    while (unsvalue[i] != 0 && unsvalue[i] != 0xff)
-    {
-        // If the cheat length exceeds the Vanilla limit, stop.  This
-        // does not apply if we have the limit turned off.
-
-        if (!deh_allow_long_cheats && i >= cheat->seq->sequence_len)
-        {
-            DEH_Warning(context, "Cheat sequence longer than supported by "
-                                 "Vanilla dehacked");
-            break;
-        }
-
-	if (deh_apply_cheats)
-	{
-	    cheat->seq->sequence[i] = unsvalue[i];
-	}
-        ++i;
-
-        // Absolute limit - don't exceed
-
-        if (i >= MAX_CHEAT_LEN - cheat->seq->parameter_chars)
-        {
-            DEH_Error(context, "Cheat sequence too long!");
-            return;
-        }
-    }
-
-    if (deh_apply_cheats)
-    {
-        cheat->seq->sequence[i] = '\0';
-    }
-}
-
-deh_section_t deh_section_cheat =
-{
-    "Cheat",
-    NULL,
-    DEH_CheatStart,
-    DEH_CheatParseLine,
-    NULL,
-    NULL,
-};
-
--- a/src/strife/deh_defs.h
+++ /dev/null
@@ -1,68 +1,0 @@
-// Emacs style mode select   -*- C++ -*- 
-//-----------------------------------------------------------------------------
-//
-// Copyright(C) 2005 Simon Howard
-//
-// This program is free software; you can redistribute it and/or
-// modify it under the terms of the GNU General Public License
-// as published by the Free Software Foundation; either version 2
-// of the License, or (at your option) any later version.
-//
-// This program is distributed in the hope that it will be useful,
-// but WITHOUT ANY WARRANTY; without even the implied warranty of
-// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-// GNU General Public License for more details.
-//
-// You should have received a copy of the GNU General Public License
-// along with this program; if not, write to the Free Software
-// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
-// 02111-1307, USA.
-//
-//-----------------------------------------------------------------------------
-//
-// Definitions for use in the dehacked code
-//
-//-----------------------------------------------------------------------------
-
-#ifndef DEH_DEFS_H
-#define DEH_DEFS_H
-
-#include "md5.h"
-
-typedef struct deh_context_s deh_context_t;
-typedef struct deh_section_s deh_section_t;
-typedef void (*deh_section_init_t)(void);
-typedef void *(*deh_section_start_t)(deh_context_t *context, char *line);
-typedef void (*deh_section_end_t)(deh_context_t *context, void *tag);
-typedef void (*deh_line_parser_t)(deh_context_t *context, char *line, void *tag);
-typedef void (*deh_md5_hash_t)(md5_context_t *context);
-
-struct deh_section_s
-{
-    char *name;
-
-    // Called on startup to initialize code
-
-    deh_section_init_t init;
-    
-    // This is called when a new section is started.  The pointer
-    // returned is used as a tag for the following calls.
-
-    deh_section_start_t start;
-
-    // This is called for each line in the section
-
-    deh_line_parser_t line_parser;
-
-    // This is called at the end of the section for any cleanup
-
-    deh_section_end_t end;
-
-    // Called when generating an MD5 sum of the dehacked state
-
-    deh_md5_hash_t md5_hash;
-};
-
-#endif /* #ifndef DEH_DEFS_H */
-
-
--- a/src/strife/deh_frame.c
+++ /dev/null
@@ -1,170 +1,0 @@
-// Emacs style mode select   -*- C++ -*- 
-//-----------------------------------------------------------------------------
-//
-// Copyright(C) 2005 Simon Howard
-//
-// This program is free software; you can redistribute it and/or
-// modify it under the terms of the GNU General Public License
-// as published by the Free Software Foundation; either version 2
-// of the License, or (at your option) any later version.
-//
-// This program is distributed in the hope that it will be useful,
-// but WITHOUT ANY WARRANTY; without even the implied warranty of
-// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-// GNU General Public License for more details.
-//
-// You should have received a copy of the GNU General Public License
-// along with this program; if not, write to the Free Software
-// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
-// 02111-1307, USA.
-//
-//-----------------------------------------------------------------------------
-//
-// Parses "Frame" sections in dehacked files
-//
-//-----------------------------------------------------------------------------
-
-#include <stdio.h>
-#include <stdlib.h>
-
-#include "doomtype.h"
-#include "d_items.h"
-#include "info.h"
-
-#include "deh_defs.h"
-#include "deh_io.h"
-#include "deh_main.h"
-#include "deh_mapping.h"
-
-DEH_BEGIN_MAPPING(state_mapping, state_t)
-  DEH_MAPPING("Sprite number",    sprite)
-  DEH_MAPPING("Sprite subnumber", frame)
-  DEH_MAPPING("Duration",         tics)
-  DEH_MAPPING("Next frame",       nextstate)
-  DEH_MAPPING("Unknown 1",        misc1)
-  DEH_MAPPING("Unknown 2",        misc2)
-  DEH_UNSUPPORTED_MAPPING("Codep frame")
-DEH_END_MAPPING
-
-static void *DEH_FrameStart(deh_context_t *context, char *line)
-{
-    int frame_number = 0;
-    state_t *state;
-    
-    if (sscanf(line, "Frame %i", &frame_number) != 1)
-    {
-        DEH_Warning(context, "Parse error on section start");
-        return NULL;
-    }
-    
-    if (frame_number < 0 || frame_number >= NUMSTATES)
-    {
-        DEH_Warning(context, "Invalid frame number: %i", frame_number);
-        return NULL;
-    }
-
-    if (frame_number >= DEH_VANILLA_NUMSTATES) 
-    {
-        DEH_Warning(context, "Attempt to modify frame %i: this will cause "
-                             "problems in Vanilla dehacked.", frame_number);
-    }
-
-    state = &states[frame_number];
-
-    return state;
-}
-
-// Simulate a frame overflow: Doom has 967 frames in the states[] array, but
-// DOS dehacked internally only allocates memory for 966.  As a result, 
-// attempts to set frame 966 (the last frame) will overflow the dehacked
-// array and overwrite the weaponinfo[] array instead.
-//
-// This is noticable in Batman Doom where it is impossible to switch weapons
-// away from the fist once selected.
-
-static void DEH_FrameOverflow(deh_context_t *context, char *varname, int value)
-{
-    if (!strcasecmp(varname, "Duration"))
-    {
-        weaponinfo[0].ammo = value;
-    }
-    else if (!strcasecmp(varname, "Codep frame")) 
-    {
-        weaponinfo[0].upstate = value;
-    }
-    else if (!strcasecmp(varname, "Next frame")) 
-    {
-        weaponinfo[0].downstate = value;
-    }
-    else if (!strcasecmp(varname, "Unknown 1"))
-    {
-        weaponinfo[0].readystate = value;
-    }
-    else if (!strcasecmp(varname, "Unknown 2"))
-    {
-        weaponinfo[0].atkstate = value;
-    }
-    else
-    {
-        DEH_Error(context, "Unable to simulate frame overflow: field '%s'",
-                  varname);
-    }
-}
-
-static void DEH_FrameParseLine(deh_context_t *context, char *line, void *tag)
-{
-    state_t *state;
-    char *variable_name, *value;
-    int ivalue;
-    
-    if (tag == NULL)
-       return;
-
-    state = (state_t *) tag;
-
-    // Parse the assignment
-
-    if (!DEH_ParseAssignment(line, &variable_name, &value))
-    {
-        // Failed to parse
-
-        DEH_Warning(context, "Failed to parse assignment");
-        return;
-    }
-    
-    // all values are integers
-
-    ivalue = atoi(value);
-    
-    if (state == &states[NUMSTATES - 1])
-    {
-        DEH_FrameOverflow(context, variable_name, ivalue);
-    }
-    else
-    {
-        // set the appropriate field
-
-        DEH_SetMapping(context, &state_mapping, state, variable_name, ivalue);
-    }
-}
-
-static void DEH_FrameMD5Sum(md5_context_t *context)
-{
-    int i;
-
-    for (i=0; i<NUMSTATES; ++i)
-    {
-        DEH_StructMD5Sum(context, &state_mapping, &states[i]);
-    }
-}
-
-deh_section_t deh_section_frame =
-{
-    "Frame",
-    NULL,
-    DEH_FrameStart,
-    DEH_FrameParseLine,
-    NULL,
-    DEH_FrameMD5Sum,
-};
-
--- a/src/strife/deh_io.c
+++ /dev/null
@@ -1,211 +1,0 @@
-// Emacs style mode select   -*- C++ -*- 
-//-----------------------------------------------------------------------------
-//
-// Copyright(C) 2005 Simon Howard
-//
-// This program is free software; you can redistribute it and/or
-// modify it under the terms of the GNU General Public License
-// as published by the Free Software Foundation; either version 2
-// of the License, or (at your option) any later version.
-//
-// This program is distributed in the hope that it will be useful,
-// but WITHOUT ANY WARRANTY; without even the implied warranty of
-// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-// GNU General Public License for more details.
-//
-// You should have received a copy of the GNU General Public License
-// along with this program; if not, write to the Free Software
-// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
-// 02111-1307, USA.
-//
-//-----------------------------------------------------------------------------
-//
-// Dehacked I/O code (does all reads from dehacked files)
-//
-//-----------------------------------------------------------------------------
-
-#include <stdarg.h>
-#include <stdio.h>
-#include <stdlib.h>
-#include <string.h>
-
-#include "i_system.h"
-#include "z_zone.h"
-
-#include "deh_defs.h"
-#include "deh_io.h"
-
-struct deh_context_s
-{
-    FILE *stream;
-    char *filename;
-    int linenum;
-    boolean last_was_newline;
-    char *readbuffer;
-    int readbuffer_size;
-};
-
-// Open a dehacked file for reading
-// Returns NULL if open failed
-
-deh_context_t *DEH_OpenFile(char *filename)
-{
-    FILE *fstream;
-    deh_context_t *context;
-    
-    fstream = fopen(filename, "r");
-
-    if (fstream == NULL)
-        return NULL;
-
-    context = Z_Malloc(sizeof(*context), PU_STATIC, NULL);
-    context->stream = fstream;
-    
-    // Initial read buffer size of 128 bytes
-
-    context->readbuffer_size = 128;
-    context->readbuffer = Z_Malloc(context->readbuffer_size, PU_STATIC, NULL);
-    context->filename = filename;
-    context->linenum = 0;
-    context->last_was_newline = true;
-
-    return context;
-}
-
-// Close dehacked file
-
-void DEH_CloseFile(deh_context_t *context)
-{
-    fclose(context->stream);
-    Z_Free(context->readbuffer);
-    Z_Free(context);
-}
-
-// Reads a single character from a dehacked file
-
-int DEH_GetChar(deh_context_t *context)
-{
-    int result;
-   
-    // Read characters, but ignore carriage returns
-    // Essentially this is a DOS->Unix conversion
-
-    do 
-    {
-        if (feof(context->stream))
-        {
-            // end of file
-
-            result = -1;
-        }
-        else
-        {
-            result = fgetc(context->stream);
-        }
-
-    } while (result == '\r');
-
-    // Track the current line number
-
-    if (context->last_was_newline)
-    {
-        ++context->linenum;
-    }
-    
-    context->last_was_newline = result == '\n';
-    
-    return result;
-}
-
-// Increase the read buffer size
-
-static void IncreaseReadBuffer(deh_context_t *context)
-{
-    char *newbuffer;
-    int newbuffer_size;
-
-    newbuffer_size = context->readbuffer_size * 2;
-    newbuffer = Z_Malloc(newbuffer_size, PU_STATIC, NULL);
-
-    memcpy(newbuffer, context->readbuffer, context->readbuffer_size);
-
-    Z_Free(context->readbuffer);
-
-    context->readbuffer = newbuffer;
-    context->readbuffer_size = newbuffer_size;
-}
-
-// Read a whole line
-
-char *DEH_ReadLine(deh_context_t *context)
-{
-    int c;
-    int pos;
-
-    for (pos = 0;;)
-    {
-        c = DEH_GetChar(context);
-
-        if (c < 0)
-        {
-            // end of file
-
-            return NULL;
-        }
-
-        // cope with lines of any length: increase the buffer size
-
-        if (pos >= context->readbuffer_size)
-        {
-            IncreaseReadBuffer(context);
-        }
-
-        if (c == '\n')
-        {
-            // end of line: a full line has been read
-
-            context->readbuffer[pos] = '\0';
-            break;
-        }
-        else if (c != '\0')
-        {
-            // normal character; don't allow NUL characters to be
-            // added.
-
-            context->readbuffer[pos] = (char) c;
-            ++pos;
-        }
-    }
-    
-    return context->readbuffer;
-}
-
-void DEH_Warning(deh_context_t *context, char *msg, ...)
-{
-    va_list args;
-
-    va_start(args, msg);
-    
-    fprintf(stderr, "%s:%i: warning: ", context->filename, context->linenum);
-    vfprintf(stderr, msg, args);
-    fprintf(stderr, "\n");
-
-    va_end(args);
-}
-
-void DEH_Error(deh_context_t *context, char *msg, ...)
-{
-    va_list args;
-
-    va_start(args, msg);
-    
-    fprintf(stderr, "%s:%i: ", context->filename, context->linenum);
-    vfprintf(stderr, msg, args);
-    fprintf(stderr, "\n");
-
-    va_end(args);
-
-    I_Error("Error parsing dehacked file");
-}
-
-
--- a/src/strife/deh_io.h
+++ /dev/null
@@ -1,40 +1,0 @@
-// Emacs style mode select   -*- C++ -*- 
-//-----------------------------------------------------------------------------
-//
-// Copyright(C) 2005 Simon Howard
-//
-// This program is free software; you can redistribute it and/or
-// modify it under the terms of the GNU General Public License
-// as published by the Free Software Foundation; either version 2
-// of the License, or (at your option) any later version.
-//
-// This program is distributed in the hope that it will be useful,
-// but WITHOUT ANY WARRANTY; without even the implied warranty of
-// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-// GNU General Public License for more details.
-//
-// You should have received a copy of the GNU General Public License
-// along with this program; if not, write to the Free Software
-// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
-// 02111-1307, USA.
-//
-//-----------------------------------------------------------------------------
-//
-// Dehacked I/O code (does all reads from dehacked files)
-//
-//-----------------------------------------------------------------------------
-
-#ifndef DEH_IO_H
-#define DEH_IO_H
-
-#include "deh_defs.h"
-
-deh_context_t *DEH_OpenFile(char *filename);
-void DEH_CloseFile(deh_context_t *context);
-int DEH_GetChar(deh_context_t *context);
-char *DEH_ReadLine(deh_context_t *context);
-void DEH_Error(deh_context_t *context, char *msg, ...);
-void DEH_Warning(deh_context_t *context, char *msg, ...);
-
-#endif /* #ifndef DEH_IO_H */
-
--- a/src/strife/deh_main.c
+++ /dev/null
@@ -1,423 +1,0 @@
-// Emacs style mode select   -*- C++ -*- 
-//-----------------------------------------------------------------------------
-//
-// Copyright(C) 2005 Simon Howard
-//
-// This program is free software; you can redistribute it and/or
-// modify it under the terms of the GNU General Public License
-// as published by the Free Software Foundation; either version 2
-// of the License, or (at your option) any later version.
-//
-// This program is distributed in the hope that it will be useful,
-// but WITHOUT ANY WARRANTY; without even the implied warranty of
-// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-// GNU General Public License for more details.
-//
-// You should have received a copy of the GNU General Public License
-// along with this program; if not, write to the Free Software
-// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
-// 02111-1307, USA.
-//
-//-----------------------------------------------------------------------------
-//
-// Main dehacked code
-//
-//-----------------------------------------------------------------------------
-
-#include <stdio.h>
-#include <stdlib.h>
-#include <string.h>
-#include <ctype.h>
-
-#include "doomtype.h"
-#include "d_iwad.h"
-#include "m_argv.h"
-
-#include "deh_defs.h"
-#include "deh_io.h"
-
-static char *deh_signatures[] = 
-{
-    "Patch File for DeHackEd v2.3",
-    "Patch File for DeHackEd v3.0",
-};
-
-// deh_ammo.c:
-extern deh_section_t deh_section_ammo;
-// deh_cheat.c:
-extern deh_section_t deh_section_cheat;
-// deh_frame.c:
-extern deh_section_t deh_section_frame;
-// deh_misc.c:
-extern deh_section_t deh_section_misc;
-// deh_ptr.c:
-extern deh_section_t deh_section_pointer;
-// deh_sound.c
-extern deh_section_t deh_section_sound;
-// deh_text.c:
-extern deh_section_t deh_section_text;
-// deh_thing.c: 
-extern deh_section_t deh_section_thing;
-// deh_weapon.c: 
-extern deh_section_t deh_section_weapon;
-
-// If true, we can do long string replacements.
-
-boolean deh_allow_long_strings = false;
-
-// If true, we can do cheat replacements longer than the originals.
-
-boolean deh_allow_long_cheats = false;
-
-// If false, dehacked cheat replacements are ignored.
-
-boolean deh_apply_cheats = true;
-
-//
-// List of section types:
-//
-
-static deh_section_t *section_types[] =
-{
-    &deh_section_ammo,
-    &deh_section_cheat,
-    &deh_section_frame,
-    &deh_section_misc,
-    &deh_section_pointer,
-    &deh_section_sound,
-    &deh_section_text,
-    &deh_section_thing,
-    &deh_section_weapon,
-};
-
-void DEH_Checksum(md5_digest_t digest)
-{
-    md5_context_t md5_context;
-    unsigned int i;
-
-    MD5_Init(&md5_context);
-
-    for (i=0; i<arrlen(section_types); ++i)
-    {
-        if (section_types[i]->md5_hash != NULL)
-        {
-            section_types[i]->md5_hash(&md5_context);
-        }
-    }
-
-    MD5_Final(digest, &md5_context);
-}
-
-// Called on startup to call the Init functions
-
-static void InitializeSections(void)
-{
-    unsigned int i;
-
-    for (i=0; i<arrlen(section_types); ++i)
-    {
-        if (section_types[i]->init != NULL)
-        {
-            section_types[i]->init();
-        }
-    }
-}
-
-// Given a section name, get the section structure which corresponds
-
-static deh_section_t *GetSectionByName(char *name)
-{
-    unsigned int i;
-
-    for (i=0; i<arrlen(section_types); ++i)
-    {
-        if (!strcasecmp(section_types[i]->name, name))
-        {
-            return section_types[i];
-        }
-    }
-
-    return NULL;
-}
-
-// Is the string passed just whitespace?
-
-static boolean IsWhitespace(char *s)
-{
-    for (; *s; ++s)
-    {
-        if (!isspace(*s))
-            return false;
-    }
-
-    return true;
-}
-
-// Strip whitespace from the start and end of a string
-
-static char *CleanString(char *s)
-{
-    char *strending;
-
-    // Leading whitespace
-
-    while (*s && isspace(*s))
-        ++s;
-
-    // Trailing whitespace
-   
-    strending = s + strlen(s) - 1;
-
-    while (strlen(s) > 0 && isspace(*strending))
-    {
-        *strending = '\0';
-        --strending;
-    }
-
-    return s;
-}
-
-// This pattern is used a lot of times in different sections, 
-// an assignment is essentially just a statement of the form:
-//
-// Variable Name = Value
-//
-// The variable name can include spaces or any other characters.
-// The string is split on the '=', essentially.
-//
-// Returns true if read correctly
-
-boolean DEH_ParseAssignment(char *line, char **variable_name, char **value)
-{
-    char *p;
-
-    // find the equals
-    
-    p = strchr(line, '=');
-
-    if (p == NULL && p-line > 2)
-    {
-        return false;
-    }
-
-    // variable name at the start
-    // turn the '=' into a \0 to terminate the string here
-
-    *p = '\0';
-    *variable_name = CleanString(line);
-    
-    // value immediately follows the '='
-    
-    *value = CleanString(p+1);
-    
-    return true;
-}
-
-static boolean CheckSignatures(deh_context_t *context)
-{
-    size_t i;
-    char *line;
-    
-    // Read the first line
-
-    line = DEH_ReadLine(context);
-
-    if (line == NULL)
-    {
-        return false;
-    }
-
-    // Check all signatures to see if one matches
-
-    for (i=0; i<arrlen(deh_signatures); ++i)
-    {
-        if (!strcmp(deh_signatures[i], line))
-        {
-            return true;
-        }
-    }
-
-    return false;
-}
-
-// Parses a comment string in a dehacked file.
-
-static void DEH_ParseComment(char *comment)
-{
-    // Allow comments containing this special value to allow string
-    // replacements longer than those permitted by DOS dehacked.
-    // This allows us to use a dehacked patch for doing string 
-    // replacements for emulating Chex Quest.
-    //
-    // If you use this, your dehacked patch may not work in Vanilla
-    // Doom.
-
-    if (strstr(comment, "*allow-long-strings*") != NULL)
-    {
-        deh_allow_long_strings = true;
-    }
-
-    // Allow magic comments to allow longer cheat replacements than
-    // those permitted by DOS dehacked.  This is also for Chex
-    // Quest.
-
-    if (strstr(comment, "*allow-long-cheats*") != NULL)
-    {
-        deh_allow_long_cheats = true;
-    }
-}
-
-// Parses a dehacked file by reading from the context
-
-static void DEH_ParseContext(deh_context_t *context)
-{
-    deh_section_t *current_section = NULL;
-    char section_name[20];
-    void *tag = NULL;
-    char *line;
-    
-    // Read the header and check it matches the signature
-
-    if (!CheckSignatures(context))
-    {
-        DEH_Error(context, "This is not a valid dehacked patch file!");
-    }
-
-    deh_allow_long_strings = false;
-    deh_allow_long_cheats = false;
-    
-    // Read the file
-    
-    for (;;) 
-    {
-        // read a new line
- 
-        line = DEH_ReadLine(context);
-
-        // end of file?
-
-        if (line == NULL)
-            return;
-
-        while (line[0] != '\0' && isspace(line[0]))
-            ++line;
-
-        if (line[0] == '#')
-        {
-            // comment
-
-            DEH_ParseComment(line);
-            continue;
-        }
-
-        if (IsWhitespace(line))
-        {
-            if (current_section != NULL)
-            {
-                // end of section
-
-                if (current_section->end != NULL)
-                {
-                    current_section->end(context, tag);
-                }
-
-                //printf("end %s tag\n", current_section->name);
-                current_section = NULL;
-            }
-        }
-        else
-        {
-            if (current_section != NULL)
-            {
-                // parse this line
-
-                current_section->line_parser(context, line, tag);
-            }
-            else
-            {
-                // possibly the start of a new section
-
-                sscanf(line, "%19s", section_name);
-
-                current_section = GetSectionByName(section_name);
-                
-                if (current_section != NULL)
-                {
-                    tag = current_section->start(context, line);
-                    //printf("started %s tag\n", section_name);
-                }
-                else
-                {
-                    //printf("unknown section name %s\n", section_name);
-                }
-            }
-        }
-    }
-}
-
-// Parses a dehacked file
-
-int DEH_LoadFile(char *filename)
-{
-    deh_context_t *context;
-
-    printf(" loading %s\n", filename);
-
-    context = DEH_OpenFile(filename);
-
-    if (context == NULL)
-    {
-        fprintf(stderr, "DEH_LoadFile: Unable to open %s\n", filename);
-        return 0;
-    }
-    
-    DEH_ParseContext(context);
-    
-    DEH_CloseFile(context);
-
-    return 1;
-}
-
-// Checks the command line for -deh argument
-
-void DEH_Init(void)
-{
-    char *filename;
-    int p;
-
-    InitializeSections();
-
-    //!
-    // @category mod
-    //
-    // Ignore cheats in dehacked files.
-    //
-
-    if (M_CheckParm("-nocheats") > 0) 
-    {
-	deh_apply_cheats = false;
-    }
-
-    //!
-    // @arg <files>
-    // @category mod
-    //
-    // Load the given dehacked patch(es)
-    //
-
-    p = M_CheckParm("-deh");
-
-    if (p > 0)
-    {
-        ++p;
-
-        while (p < myargc && myargv[p][0] != '-')
-        {
-            filename = D_TryFindWADByName(myargv[p]);
-            DEH_LoadFile(filename);
-            ++p;
-        }
-    }
-}
-
-
--- a/src/strife/deh_main.h
+++ /dev/null
@@ -1,54 +1,0 @@
-// Emacs style mode select   -*- C++ -*- 
-//-----------------------------------------------------------------------------
-//
-// Copyright(C) 2005 Simon Howard
-//
-// This program is free software; you can redistribute it and/or
-// modify it under the terms of the GNU General Public License
-// as published by the Free Software Foundation; either version 2
-// of the License, or (at your option) any later version.
-//
-// This program is distributed in the hope that it will be useful,
-// but WITHOUT ANY WARRANTY; without even the implied warranty of
-// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-// GNU General Public License for more details.
-//
-// You should have received a copy of the GNU General Public License
-// along with this program; if not, write to the Free Software
-// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
-// 02111-1307, USA.
-//
-//-----------------------------------------------------------------------------
-//
-// Dehacked entrypoint and common code
-//
-//-----------------------------------------------------------------------------
-
-#ifndef DEH_MAIN_H
-#define DEH_MAIN_H
-
-#include "doomtype.h"
-#include "doomfeatures.h"
-#include "md5.h"
-#include "deh_str.h"
-
-// These are the limits that dehacked uses (from dheinit.h in the dehacked
-// source).  If these limits are exceeded, it does not generate an error, but
-// a warning is displayed.
-
-#define DEH_VANILLA_NUMSTATES 966
-#define DEH_VANILLA_NUMSFX 107
-
-void DEH_Init(void);
-int DEH_LoadFile(char *filename);
-
-boolean DEH_ParseAssignment(char *line, char **variable_name, char **value);
-
-void DEH_Checksum(md5_digest_t digest);
-
-extern boolean deh_allow_long_strings;
-extern boolean deh_allow_long_cheats;
-extern boolean deh_apply_cheats;
-
-#endif /* #ifndef DEH_MAIN_H */
-
--- a/src/strife/deh_mapping.c
+++ /dev/null
@@ -1,133 +1,0 @@
-// Emacs style mode select   -*- C++ -*- 
-//-----------------------------------------------------------------------------
-//
-// Copyright(C) 2005 Simon Howard
-//
-// This program is free software; you can redistribute it and/or
-// modify it under the terms of the GNU General Public License
-// as published by the Free Software Foundation; either version 2
-// of the License, or (at your option) any later version.
-//
-// This program is distributed in the hope that it will be useful,
-// but WITHOUT ANY WARRANTY; without even the implied warranty of
-// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-// GNU General Public License for more details.
-//
-// You should have received a copy of the GNU General Public License
-// along with this program; if not, write to the Free Software
-// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
-// 02111-1307, USA.
-//
-//-----------------------------------------------------------------------------
-//
-// Dehacked "mapping" code
-// Allows the fields in structures to be mapped out and accessed by
-// name
-//
-//-----------------------------------------------------------------------------
-
-#include <stdio.h>
-#include <stdlib.h>
-#include <string.h>
-
-#include "doomtype.h"
-#include "i_system.h"
-#include "deh_mapping.h"
-
-//
-// Set the value of a particular field in a structure by name
-//
-
-boolean DEH_SetMapping(deh_context_t *context, deh_mapping_t *mapping, 
-                       void *structptr, char *name, int value)
-{
-    int i;
-
-    for (i=0; mapping->entries[i].name != NULL; ++i)
-    {
-        deh_mapping_entry_t *entry = &mapping->entries[i];
-
-        if (!strcasecmp(entry->name, name))
-        {
-            void *location;
-
-            if (entry->location == NULL)
-            {
-                DEH_Warning(context, "Field '%s' is unsupported", name);
-                return false;
-            }
-
-            location = (uint8_t *)structptr + ((uint8_t *)entry->location - (uint8_t *)mapping->base);
-
-     //       printf("Setting %p::%s to %i (%i bytes)\n",
-     //               structptr, name, value, entry->size);
-                
-            switch (entry->size)
-            {
-                case 1:
-                    * ((uint8_t *) location) = value;
-                    break;
-                case 2:
-                    * ((uint16_t *) location) = value;
-                    break;
-                case 4:
-                    * ((uint32_t *) location) = value;
-                    break;
-                default:
-                    DEH_Error(context, "Unknown field type for '%s' (BUG)", name);
-                    return false;
-            }
-
-            return true;
-        }
-    }
-
-    // field with this name not found
-
-    DEH_Warning(context, "Field named '%s' not found", name);
-
-    return false;
-}
-
-void DEH_StructMD5Sum(md5_context_t *context, deh_mapping_t *mapping,
-                      void *structptr)
-{
-    int i;
-
-    // Go through each mapping
-
-    for (i=0; mapping->entries[i].name != NULL; ++i)
-    {
-        deh_mapping_entry_t *entry = &mapping->entries[i];
-        void *location;
-
-        if (entry->location == NULL)
-        {
-            // Unsupported field
-
-            continue;
-        }
-
-        // Add in data for this field
-
-        location = (uint8_t *)structptr + ((uint8_t *)entry->location - (uint8_t *)mapping->base);
-
-        switch (entry->size)
-        {
-            case 1:
-                MD5_UpdateInt32(context, *((uint8_t *) location));
-                break;
-            case 2:
-                MD5_UpdateInt32(context, *((uint16_t *) location));
-                break;
-            case 4:
-                MD5_UpdateInt32(context, *((uint32_t *) location));
-                break;
-            default:
-                I_Error("Unknown dehacked mapping field type for '%s' (BUG)", 
-                        entry->name);
-                break;
-        }
-    }
-}
-
--- a/src/strife/deh_mapping.h
+++ /dev/null
@@ -1,90 +1,0 @@
-// Emacs style mode select   -*- C++ -*- 
-//-----------------------------------------------------------------------------
-//
-// Copyright(C) 2005 Simon Howard
-//
-// This program is free software; you can redistribute it and/or
-// modify it under the terms of the GNU General Public License
-// as published by the Free Software Foundation; either version 2
-// of the License, or (at your option) any later version.
-//
-// This program is distributed in the hope that it will be useful,
-// but WITHOUT ANY WARRANTY; without even the implied warranty of
-// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-// GNU General Public License for more details.
-//
-// You should have received a copy of the GNU General Public License
-// along with this program; if not, write to the Free Software
-// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
-// 02111-1307, USA.
-//
-//-----------------------------------------------------------------------------
-//
-// Dehacked "mapping" code
-// Allows the fields in structures to be mapped out and accessed by
-// name
-//
-//-----------------------------------------------------------------------------
-
-#ifndef DEH_MAPPING_H
-#define DEH_MAPPING_H
-
-#include "doomtype.h"
-#include "deh_io.h"
-#include "md5.h"
-
-#define DEH_BEGIN_MAPPING(mapping_name, structname)           \
-    static structname deh_mapping_base;                       \
-    static deh_mapping_t mapping_name =                       \
-    {                                                         \
-        &deh_mapping_base,                                    \
-        {
-
-#define DEH_MAPPING(deh_name, fieldname)                      \
-             {deh_name, &deh_mapping_base.fieldname,          \
-                 sizeof(deh_mapping_base.fieldname)},
-
-#define DEH_UNSUPPORTED_MAPPING(deh_name)                     \
-             {deh_name, NULL, -1},
-            
-#define DEH_END_MAPPING                                       \
-             {NULL, NULL, -1}                                 \
-        }                                                     \
-    };
-
-    
-
-#define MAX_MAPPING_ENTRIES 32
-
-typedef struct deh_mapping_s deh_mapping_t;
-typedef struct deh_mapping_entry_s deh_mapping_entry_t;
-
-struct deh_mapping_entry_s 
-{
-    // field name
-   
-    char *name;
-
-    // location relative to the base in the deh_mapping_t struct
-    // If this is NULL, it is an unsupported mapping
-
-    void *location;
-
-    // field size
-
-    int size;
-};
-
-struct deh_mapping_s
-{
-    void *base;
-    deh_mapping_entry_t entries[MAX_MAPPING_ENTRIES];
-};
-
-boolean DEH_SetMapping(deh_context_t *context, deh_mapping_t *mapping, 
-                       void *structptr, char *name, int value);
-void DEH_StructMD5Sum(md5_context_t *context, deh_mapping_t *mapping,
-                      void *structptr);
-
-#endif /* #ifndef DEH_MAPPING_H */
-
--- a/src/strife/deh_misc.c
+++ /dev/null
@@ -1,237 +1,0 @@
-// Emacs style mode select   -*- C++ -*- 
-//-----------------------------------------------------------------------------
-//
-// Copyright(C) 2005 Simon Howard
-//
-// This program is free software; you can redistribute it and/or
-// modify it under the terms of the GNU General Public License
-// as published by the Free Software Foundation; either version 2
-// of the License, or (at your option) any later version.
-//
-// This program is distributed in the hope that it will be useful,
-// but WITHOUT ANY WARRANTY; without even the implied warranty of
-// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-// GNU General Public License for more details.
-//
-// You should have received a copy of the GNU General Public License
-// along with this program; if not, write to the Free Software
-// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
-// 02111-1307, USA.
-//
-//-----------------------------------------------------------------------------
-//
-// Parses "Misc" sections in dehacked files
-//
-//-----------------------------------------------------------------------------
-
-#include <stdlib.h>
-#include <string.h>
-
-#include "doomtype.h"
-#include "deh_defs.h"
-#include "deh_io.h"
-#include "deh_main.h"
-#include "deh_misc.h"
-
-// Dehacked: "Initial Health" 
-// This is the initial health a player has when starting anew.
-// See G_PlayerReborn in g_game.c
-
-int deh_initial_health = DEH_DEFAULT_INITIAL_HEALTH;
-
-// Dehacked: "Initial bullets"
-// This is the number of bullets the player has when starting anew.
-// See G_PlayerReborn in g_game.c
-
-int deh_initial_bullets = DEH_DEFAULT_INITIAL_BULLETS;
-
-// Dehacked: "Max Health"
-// This is the maximum health that can be reached using medikits 
-// alone.  See P_TouchSpecialThing in p_inter.c
-
-int deh_max_health = DEH_DEFAULT_MAX_HEALTH;
-
-// Dehacked: "Max Armor"
-// This is the maximum armor which can be reached by picking up
-// armor helmets. See P_TouchSpecialThing in p_inter.c
-
-int deh_max_armor = DEH_DEFAULT_MAX_ARMOR;
-
-// Dehacked: "Green Armor Class"
-// This is the armor class that is given when picking up the green 
-// armor or an armor helmet. See P_TouchSpecialThing in p_inter.c
-//
-// DOS dehacked only modifies the behavior of the green armor shirt,
-// the armor class set by armor helmets is not affected.
-
-int deh_green_armor_class = DEH_DEFAULT_GREEN_ARMOR_CLASS;
-
-// Dehacked: "Blue Armor Class"
-// This is the armor class that is given when picking up the blue 
-// armor or a megasphere. See P_TouchSpecialThing in p_inter.c
-//
-// DOS dehacked only modifies the MegaArmor behavior and not
-// the MegaSphere, which always gives armor type 2.
-
-int deh_blue_armor_class = DEH_DEFAULT_BLUE_ARMOR_CLASS;
-
-// Dehacked: "Max soulsphere"
-// The maximum health which can be reached by picking up the
-// soulsphere.  See P_TouchSpecialThing in p_inter.c
-
-int deh_max_soulsphere = DEH_DEFAULT_MAX_SOULSPHERE;
-
-// Dehacked: "Soulsphere health"
-// The amount of health bonus that picking up a soulsphere
-// gives.  See P_TouchSpecialThing in p_inter.c
-
-int deh_soulsphere_health = DEH_DEFAULT_SOULSPHERE_HEALTH;
-
-// Dehacked: "Megasphere health"
-// This is what the health is set to after picking up a 
-// megasphere.  See P_TouchSpecialThing in p_inter.c
-
-int deh_megasphere_health = DEH_DEFAULT_MEGASPHERE_HEALTH;
-
-// Dehacked: "God mode health"
-// This is what the health value is set to when cheating using
-// the IDDQD god mode cheat.  See ST_Responder in st_stuff.c
-
-int deh_god_mode_health = DEH_DEFAULT_GOD_MODE_HEALTH;
-
-// Dehacked: "IDFA Armor"
-// This is what the armor is set to when using the IDFA cheat.
-// See ST_Responder in st_stuff.c
-
-int deh_idfa_armor = DEH_DEFAULT_IDFA_ARMOR;
-
-// Dehacked: "IDFA Armor Class"
-// This is what the armor class is set to when using the IDFA cheat.
-// See ST_Responder in st_stuff.c
-
-int deh_idfa_armor_class = DEH_DEFAULT_IDFA_ARMOR_CLASS;
-
-// Dehacked: "IDKFA Armor"
-// This is what the armor is set to when using the IDKFA cheat.
-// See ST_Responder in st_stuff.c
-
-int deh_idkfa_armor = DEH_DEFAULT_IDKFA_ARMOR;
-
-// Dehacked: "IDKFA Armor Class"
-// This is what the armor class is set to when using the IDKFA cheat.
-// See ST_Responder in st_stuff.c
-
-int deh_idkfa_armor_class = DEH_DEFAULT_IDKFA_ARMOR_CLASS;
-
-// Dehacked: "BFG Cells/Shot"
-// This is the number of CELLs firing the BFG uses up.
-// See P_CheckAmmo and A_FireBFG in p_pspr.c
-
-int deh_bfg_cells_per_shot = DEH_DEFAULT_BFG_CELLS_PER_SHOT;
-
-// Dehacked: "Monsters infight"
-// This controls whether monsters can harm other monsters of the same 
-// species.  For example, whether an imp fireball will damage other
-// imps.  The value of this in dehacked patches is weird - '202' means
-// off, while '221' means on.
-//
-// See PIT_CheckThing in p_map.c
-
-int deh_species_infighting = DEH_DEFAULT_SPECIES_INFIGHTING;
-
-static struct
-{
-    char *deh_name;
-    int *value;
-} misc_settings[] = {
-    {"Initial Health",      &deh_initial_health},
-    {"Initial Bullets",     &deh_initial_bullets},
-    {"Max Health",          &deh_max_health},
-    {"Max Armor",           &deh_max_armor},
-    {"Green Armor Class",   &deh_green_armor_class},
-    {"Blue Armor Class",    &deh_blue_armor_class},
-    {"Max Soulsphere",      &deh_max_soulsphere},
-    {"Soulsphere Health",   &deh_soulsphere_health},
-    {"Megasphere Health",   &deh_megasphere_health},
-    {"God Mode Health",     &deh_god_mode_health},
-    {"IDFA Armor",          &deh_idfa_armor},
-    {"IDFA Armor Class",    &deh_idfa_armor_class},
-    {"IDKFA Armor",         &deh_idkfa_armor},
-    {"IDKFA Armor Class",   &deh_idkfa_armor_class},
-    {"BFG Cells/Shot",      &deh_bfg_cells_per_shot},
-};
-
-static void *DEH_MiscStart(deh_context_t *context, char *line)
-{
-    return NULL;
-}
-
-static void DEH_MiscParseLine(deh_context_t *context, char *line, void *tag)
-{
-    char *variable_name, *value;
-    int ivalue;
-    size_t i;
-
-    if (!DEH_ParseAssignment(line, &variable_name, &value))
-    {
-        // Failed to parse
-
-        DEH_Warning(context, "Failed to parse assignment");
-        return;
-    }
-
-    ivalue = atoi(value);
-
-    if (!strcasecmp(variable_name, "Monsters Infight"))
-    {
-        // See notes above.
- 
-        if (ivalue == 202)
-        {
-            deh_species_infighting = 0;
-        }
-        else if (ivalue == 221)
-        {
-            deh_species_infighting = 1;
-        }
-        else
-        {
-            DEH_Warning(context, 
-                        "Invalid value for 'Monsters Infight': %i", ivalue);
-        }
-        
-        return;
-    }
-
-    for (i=0; i<arrlen(misc_settings); ++i)
-    {
-        if (!strcasecmp(variable_name, misc_settings[i].deh_name))
-        {
-            *misc_settings[i].value = ivalue;
-            return;
-        }
-    }
-
-    DEH_Warning(context, "Unknown Misc variable '%s'", variable_name);
-}
-
-static void DEH_MiscMD5Sum(md5_context_t *context)
-{
-    unsigned int i;
-
-    for (i=0; i<arrlen(misc_settings); ++i)
-    {
-        MD5_UpdateInt32(context, *misc_settings[i].value);
-    }
-}
-
-deh_section_t deh_section_misc =
-{
-    "Misc",
-    NULL,
-    DEH_MiscStart,
-    DEH_MiscParseLine,
-    NULL,
-    DEH_MiscMD5Sum,
-};
-
--- a/src/strife/deh_misc.h
+++ /dev/null
@@ -1,92 +1,0 @@
-// Emacs style mode select   -*- C++ -*- 
-//-----------------------------------------------------------------------------
-//
-// Copyright(C) 2005 Simon Howard
-//
-// This program is free software; you can redistribute it and/or
-// modify it under the terms of the GNU General Public License
-// as published by the Free Software Foundation; either version 2
-// of the License, or (at your option) any later version.
-//
-// This program is distributed in the hope that it will be useful,
-// but WITHOUT ANY WARRANTY; without even the implied warranty of
-// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-// GNU General Public License for more details.
-//
-// You should have received a copy of the GNU General Public License
-// along with this program; if not, write to the Free Software
-// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
-// 02111-1307, USA.
-//
-//-----------------------------------------------------------------------------
-//
-// Parses "Misc" sections in dehacked files
-//
-//-----------------------------------------------------------------------------
-
-#ifndef DEH_MISC_H
-#define DEH_MISC_H
-
-#include "doomfeatures.h"
-
-#define DEH_DEFAULT_INITIAL_HEALTH 100
-#define DEH_DEFAULT_INITIAL_BULLETS 50
-#define DEH_DEFAULT_MAX_HEALTH 200
-#define DEH_DEFAULT_MAX_ARMOR 200
-#define DEH_DEFAULT_GREEN_ARMOR_CLASS 1
-#define DEH_DEFAULT_BLUE_ARMOR_CLASS 2
-#define DEH_DEFAULT_MAX_SOULSPHERE 200
-#define DEH_DEFAULT_SOULSPHERE_HEALTH 100
-#define DEH_DEFAULT_MEGASPHERE_HEALTH 200
-#define DEH_DEFAULT_GOD_MODE_HEALTH 100
-#define DEH_DEFAULT_IDFA_ARMOR 200
-#define DEH_DEFAULT_IDFA_ARMOR_CLASS 2
-#define DEH_DEFAULT_IDKFA_ARMOR 200
-#define DEH_DEFAULT_IDKFA_ARMOR_CLASS 2
-#define DEH_DEFAULT_BFG_CELLS_PER_SHOT 40
-#define DEH_DEFAULT_SPECIES_INFIGHTING 0
-
-#ifdef FEATURE_DEHACKED
-
-extern int deh_initial_health;             
-extern int deh_initial_bullets;            
-extern int deh_max_health;                 
-extern int deh_max_armor;                  
-extern int deh_green_armor_class;          
-extern int deh_blue_armor_class;           
-extern int deh_max_soulsphere;             
-extern int deh_soulsphere_health;          
-extern int deh_megasphere_health;          
-extern int deh_god_mode_health;            
-extern int deh_idfa_armor;                 
-extern int deh_idfa_armor_class;           
-extern int deh_idkfa_armor;                
-extern int deh_idkfa_armor_class;          
-extern int deh_bfg_cells_per_shot;         
-extern int deh_species_infighting;           
-
-#else
-
-// If dehacked is disabled, hard coded values
-
-#define deh_initial_health      DEH_DEFAULT_INITIAL_HEALTH
-#define deh_initial_bullets     DEH_DEFAULT_INITIAL_BULLETS
-#define deh_max_health          DEH_DEFAULT_MAX_HEALTH
-#define deh_max_armor           DEH_DEFAULT_MAX_ARMOR
-#define deh_green_armor_class   DEH_DEFAULT_GREEN_ARMOR_CLASS
-#define deh_blue_armor_class    DEH_DEFAULT_BLUE_ARMOR_CLASS
-#define deh_max_soulsphere      DEH_DEFAULT_MAX_SOULSPHERE
-#define deh_soulsphere_health   DEH_DEFAULT_SOULSPHERE_HEALTH
-#define deh_megasphere_health   DEH_DEFAULT_MEGASPHERE_HEALTH
-#define deh_god_mode_health     DEH_DEFAULT_GOD_MODE_HEALTH
-#define deh_idfa_armor          DEH_DEFAULT_IDFA_ARMOR
-#define deh_idfa_armor_class    DEH_DEFAULT_IDFA_ARMOR_CLASS
-#define deh_idkfa_armor         DEH_DEFAULT_IDKFA_ARMOR
-#define deh_idkfa_armor_class   DEH_DEFAULT_IDKFA_ARMOR_CLASS
-#define deh_bfg_cells_per_shot  DEH_DEFAULT_BFG_CELLS_PER_SHOT
-#define deh_species_infighting  DEH_DEFAULT_SPECIES_INFIGHTING
-
-#endif
-
-#endif /* #ifndef DEH_MISC_H */
-
--- a/src/strife/deh_ptr.c
+++ /dev/null
@@ -1,151 +1,0 @@
-// Emacs style mode select   -*- C++ -*- 
-//-----------------------------------------------------------------------------
-//
-// Copyright(C) 2005 Simon Howard
-//
-// This program is free software; you can redistribute it and/or
-// modify it under the terms of the GNU General Public License
-// as published by the Free Software Foundation; either version 2
-// of the License, or (at your option) any later version.
-//
-// This program is distributed in the hope that it will be useful,
-// but WITHOUT ANY WARRANTY; without even the implied warranty of
-// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-// GNU General Public License for more details.
-//
-// You should have received a copy of the GNU General Public License
-// along with this program; if not, write to the Free Software
-// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
-// 02111-1307, USA.
-//
-//-----------------------------------------------------------------------------
-//
-// Parses Action Pointer entries in dehacked files
-//
-//-----------------------------------------------------------------------------
-
-#include <stdio.h>
-#include <stdlib.h>
-#include <string.h>
-
-#include "doomtype.h"
-#include "info.h"
-
-#include "deh_defs.h"
-#include "deh_io.h"
-#include "deh_main.h"
-
-static actionf_t codeptrs[NUMSTATES];
-
-static int CodePointerIndex(actionf_t *ptr)
-{
-    int i;
-
-    for (i=0; i<NUMSTATES; ++i)
-    {
-        if (!memcmp(&codeptrs[i], ptr, sizeof(actionf_t)))
-        {
-            return i;
-        }
-    }
-
-    return -1;
-}
-
-static void DEH_PointerInit(void)
-{
-    int i;
-    
-    // Initialize list of dehacked pointers
-
-    for (i=0; i<NUMSTATES; ++i)
-        codeptrs[i] = states[i].action;
-}
-
-static void *DEH_PointerStart(deh_context_t *context, char *line)
-{
-    int frame_number = 0;
-    
-    // FIXME: can the third argument here be something other than "Frame"
-    // or are we ok?
-
-    if (sscanf(line, "Pointer %*i (%*s %i)", &frame_number) != 1)
-    {
-        DEH_Warning(context, "Parse error on section start");
-        return NULL;
-    }
-
-    if (frame_number < 0 || frame_number >= NUMSTATES)
-    {
-        DEH_Warning(context, "Invalid frame number: %i", frame_number);
-        return NULL;
-    }
-
-    return &states[frame_number];
-}
-
-static void DEH_PointerParseLine(deh_context_t *context, char *line, void *tag)
-{
-    state_t *state;
-    char *variable_name, *value;
-    int ivalue;
-    
-    if (tag == NULL)
-       return;
-
-    state = (state_t *) tag;
-
-    // Parse the assignment
-
-    if (!DEH_ParseAssignment(line, &variable_name, &value))
-    {
-        // Failed to parse
-        DEH_Warning(context, "Failed to parse assignment");
-        return;
-    }
-    
-//    printf("Set %s to %s for state\n", variable_name, value);
-
-    // all values are integers
-
-    ivalue = atoi(value);
-    
-    // set the appropriate field
-
-    if (!strcasecmp(variable_name, "Codep frame"))
-    {
-        if (ivalue < 0 || ivalue >= NUMSTATES)
-        {
-            DEH_Warning(context, "Invalid state '%i'", ivalue);
-        }
-        else
-        {        
-            state->action = codeptrs[ivalue];
-        }
-    }
-    else
-    {
-        DEH_Warning(context, "Unknown variable name '%s'", variable_name);
-    }
-}
-
-static void DEH_PointerMD5Sum(md5_context_t *context)
-{
-    int i;
-
-    for (i=0; i<NUMSTATES; ++i)
-    {
-        MD5_UpdateInt32(context, CodePointerIndex(&states[i].action));
-    }
-}
-
-deh_section_t deh_section_pointer =
-{
-    "Pointer",
-    DEH_PointerInit,
-    DEH_PointerStart,
-    DEH_PointerParseLine,
-    NULL,
-    DEH_PointerMD5Sum,
-};
-
--- a/src/strife/deh_sound.c
+++ /dev/null
@@ -1,112 +1,0 @@
-// Emacs style mode select   -*- C++ -*- 
-//-----------------------------------------------------------------------------
-//
-// Copyright(C) 2005 Simon Howard
-//
-// This program is free software; you can redistribute it and/or
-// modify it under the terms of the GNU General Public License
-// as published by the Free Software Foundation; either version 2
-// of the License, or (at your option) any later version.
-//
-// This program is distributed in the hope that it will be useful,
-// but WITHOUT ANY WARRANTY; without even the implied warranty of
-// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-// GNU General Public License for more details.
-//
-// You should have received a copy of the GNU General Public License
-// along with this program; if not, write to the Free Software
-// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
-// 02111-1307, USA.
-//
-//-----------------------------------------------------------------------------
-//
-// Parses "Sound" sections in dehacked files
-//
-//-----------------------------------------------------------------------------
-
-#include <stdio.h>
-#include <stdlib.h>
-
-#include "doomfeatures.h"
-#include "doomtype.h"
-#include "deh_defs.h"
-#include "deh_main.h"
-#include "deh_mapping.h"
-#include "sounds.h"
-
-DEH_BEGIN_MAPPING(sound_mapping, sfxinfo_t)
-    DEH_UNSUPPORTED_MAPPING("Offset")
-    DEH_UNSUPPORTED_MAPPING("Zero/One")
-    DEH_MAPPING("Value", priority)
-    DEH_MAPPING("Zero 1", link)
-    DEH_MAPPING("Zero 2", pitch)
-    DEH_MAPPING("Zero 3", volume)
-    DEH_UNSUPPORTED_MAPPING("Zero 4")
-    DEH_MAPPING("Neg. One 1", usefulness)
-    DEH_MAPPING("Neg. One 2", lumpnum)
-DEH_END_MAPPING
-
-static void *DEH_SoundStart(deh_context_t *context, char *line)
-{
-    int sound_number = 0;
-    
-    if (sscanf(line, "Sound %i", &sound_number) != 1)
-    {
-        DEH_Warning(context, "Parse error on section start");
-        return NULL;
-    }
-
-    if (sound_number < 0 || sound_number >= NUMSFX)
-    {
-        DEH_Warning(context, "Invalid sound number: %i", sound_number);
-        return NULL;
-    }
-
-    if (sound_number >= DEH_VANILLA_NUMSFX)
-    {
-        DEH_Warning(context, "Attempt to modify SFX %i.  This will cause "
-                             "problems in Vanilla dehacked.", sound_number); 
-    }
-
-    return &S_sfx[sound_number];
-}
-
-static void DEH_SoundParseLine(deh_context_t *context, char *line, void *tag)
-{
-    sfxinfo_t *sfx;
-    char *variable_name, *value;
-    int ivalue;
-    
-    if (tag == NULL)
-       return;
-
-    sfx = (sfxinfo_t *) tag;
-
-    // Parse the assignment
-
-    if (!DEH_ParseAssignment(line, &variable_name, &value))
-    {
-        // Failed to parse
-        DEH_Warning(context, "Failed to parse assignment");
-        return;
-    }
-    
-    // all values are integers
-
-    ivalue = atoi(value);
-    
-    // Set the field value
-
-    DEH_SetMapping(context, &sound_mapping, sfx, variable_name, ivalue);
-}
-
-deh_section_t deh_section_sound =
-{
-    "Sound",
-    NULL,
-    DEH_SoundStart,
-    DEH_SoundParseLine,
-    NULL,
-    NULL,
-};
-
--- a/src/strife/deh_text.c
+++ /dev/null
@@ -1,127 +1,0 @@
-// Emacs style mode select   -*- C++ -*- 
-//-----------------------------------------------------------------------------
-//
-// Copyright(C) 2005 Simon Howard
-//
-// This program is free software; you can redistribute it and/or
-// modify it under the terms of the GNU General Public License
-// as published by the Free Software Foundation; either version 2
-// of the License, or (at your option) any later version.
-//
-// This program is distributed in the hope that it will be useful,
-// but WITHOUT ANY WARRANTY; without even the implied warranty of
-// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-// GNU General Public License for more details.
-//
-// You should have received a copy of the GNU General Public License
-// along with this program; if not, write to the Free Software
-// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
-// 02111-1307, USA.
-//
-//-----------------------------------------------------------------------------
-//
-// Parses Text substitution sections in dehacked files
-//
-//-----------------------------------------------------------------------------
-
-#include <stdio.h>
-#include <string.h>
-
-#include "doomtype.h"
-
-#include "z_zone.h"
-
-#include "deh_defs.h"
-#include "deh_io.h"
-#include "deh_main.h"
-
-// Given a string length, find the maximum length of a 
-// string that can replace it.
-
-static int TXT_MaxStringLength(int len)
-{
-    // Enough bytes for the string and the NUL terminator
-
-    len += 1;
-
-    // All strings in doom.exe are on 4-byte boundaries, so we may be able
-    // to support a slightly longer string.
-    // Extend up to the next 4-byte boundary
-
-    len += (4 - (len % 4)) % 4;
-            
-    // Less one for the NUL terminator.
-
-    return len - 1;
-}
-
-static void *DEH_TextStart(deh_context_t *context, char *line)
-{
-    char *from_text, *to_text;
-    int fromlen, tolen;
-    int i;
-    
-    if (sscanf(line, "Text %i %i", &fromlen, &tolen) != 2)
-    {
-        DEH_Warning(context, "Parse error on section start");
-        return NULL;
-    }
-
-    // Only allow string replacements that are possible in Vanilla Doom.  
-    // Chocolate Doom is unforgiving!
-
-    if (!deh_allow_long_strings && tolen > TXT_MaxStringLength(fromlen))
-    {
-        DEH_Error(context, "Replacement string is longer than the maximum "
-                           "possible in doom.exe");
-        return NULL;
-    }
-
-    from_text = Z_Malloc(fromlen + 1, PU_STATIC, NULL);
-    to_text = Z_Malloc(tolen + 1, PU_STATIC, NULL);
-
-    // read in the "from" text
-
-    for (i=0; i<fromlen; ++i)
-    {
-        int c;
-
-        c = DEH_GetChar(context);
-            
-        from_text[i] = c;
-    }
-
-    from_text[fromlen] = '\0';
-
-    // read in the "to" text
-
-    for (i=0; i<tolen; ++i)
-    {
-        int c;
-
-        c = DEH_GetChar(context);
-            
-        to_text[i] = c;
-    }
-    to_text[tolen] = '\0';
-
-    DEH_AddStringReplacement(from_text, to_text);
-    
-    return NULL;
-}
-
-static void DEH_TextParseLine(deh_context_t *context, char *line, void *tag)
-{
-    // not used
-}
-
-deh_section_t deh_section_text =
-{
-    "Text",
-    NULL,
-    DEH_TextStart,
-    DEH_TextParseLine,
-    NULL,
-    NULL,
-};
-
--- a/src/strife/deh_thing.c
+++ /dev/null
@@ -1,140 +1,0 @@
-// Emacs style mode select   -*- C++ -*- 
-//-----------------------------------------------------------------------------
-//
-// Copyright(C) 2005 Simon Howard
-//
-// This program is free software; you can redistribute it and/or
-// modify it under the terms of the GNU General Public License
-// as published by the Free Software Foundation; either version 2
-// of the License, or (at your option) any later version.
-//
-// This program is distributed in the hope that it will be useful,
-// but WITHOUT ANY WARRANTY; without even the implied warranty of
-// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-// GNU General Public License for more details.
-//
-// You should have received a copy of the GNU General Public License
-// along with this program; if not, write to the Free Software
-// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
-// 02111-1307, USA.
-//
-//-----------------------------------------------------------------------------
-//
-// Parses "Thing" sections in dehacked files
-//
-//-----------------------------------------------------------------------------
-
-#include <stdio.h>
-#include <stdlib.h>
-
-#include "doomtype.h"
-
-#include "deh_defs.h"
-#include "deh_main.h"
-#include "deh_mapping.h"
-
-#include "info.h"
-
-DEH_BEGIN_MAPPING(thing_mapping, mobjinfo_t)
-  DEH_MAPPING("ID #",                doomednum)
-  DEH_MAPPING("Initial frame",       spawnstate)
-  DEH_MAPPING("Hit points",          spawnhealth)
-  DEH_MAPPING("First moving frame",  seestate)
-  DEH_MAPPING("Alert sound",         seesound)
-  DEH_MAPPING("Reaction time",       reactiontime)
-  DEH_MAPPING("Attack sound",        attacksound)
-  DEH_MAPPING("Injury frame",        painstate)
-  DEH_MAPPING("Pain chance",         painchance)
-  DEH_MAPPING("Pain sound",          painsound)
-  DEH_MAPPING("Close attack frame",  meleestate)
-  DEH_MAPPING("Far attack frame",    missilestate)
-  DEH_MAPPING("Death frame",         deathstate)
-  DEH_MAPPING("Exploding frame",     xdeathstate)
-  DEH_MAPPING("Death sound",         deathsound)
-  DEH_MAPPING("Speed",               speed)
-  DEH_MAPPING("Width",               radius)
-  DEH_MAPPING("Height",              height)
-  DEH_MAPPING("Mass",                mass)
-  DEH_MAPPING("Missile damage",      damage)
-  DEH_MAPPING("Action sound",        activesound)
-  DEH_MAPPING("Bits",                flags)
-  DEH_MAPPING("Respawn frame",       raisestate)
-DEH_END_MAPPING
-
-static void *DEH_ThingStart(deh_context_t *context, char *line)
-{
-    int thing_number = 0;
-    mobjinfo_t *mobj;
-    
-    if (sscanf(line, "Thing %i", &thing_number) != 1)
-    {
-        DEH_Warning(context, "Parse error on section start");
-        return NULL;
-    }
-
-    // dehacked files are indexed from 1
-    --thing_number;
-
-    if (thing_number < 0 || thing_number >= NUMMOBJTYPES)
-    {
-        DEH_Warning(context, "Invalid thing number: %i", thing_number);
-        return NULL;
-    }
-    
-    mobj = &mobjinfo[thing_number];
-    
-    return mobj;
-}
-
-static void DEH_ThingParseLine(deh_context_t *context, char *line, void *tag)
-{
-    mobjinfo_t *mobj;
-    char *variable_name, *value;
-    int ivalue;
-    
-    if (tag == NULL)
-       return;
-
-    mobj = (mobjinfo_t *) tag;
-
-    // Parse the assignment
-
-    if (!DEH_ParseAssignment(line, &variable_name, &value))
-    {
-        // Failed to parse
-
-        DEH_Warning(context, "Failed to parse assignment");
-        return;
-    }
-    
-//    printf("Set %s to %s for mobj\n", variable_name, value);
-
-    // all values are integers
-
-    ivalue = atoi(value);
-    
-    // Set the field value
-
-    DEH_SetMapping(context, &thing_mapping, mobj, variable_name, ivalue);
-}
-
-static void DEH_ThingMD5Sum(md5_context_t *context)
-{
-    int i;
-
-    for (i=0; i<NUMMOBJTYPES; ++i)
-    {
-        DEH_StructMD5Sum(context, &thing_mapping, &mobjinfo[i]);
-    }
-}
-
-deh_section_t deh_section_thing =
-{
-    "Thing",
-    NULL,
-    DEH_ThingStart,
-    DEH_ThingParseLine,
-    NULL,
-    DEH_ThingMD5Sum,
-};
-
--- a/src/strife/deh_weapon.c
+++ /dev/null
@@ -1,110 +1,0 @@
-// Emacs style mode select   -*- C++ -*- 
-//-----------------------------------------------------------------------------
-//
-// Copyright(C) 2005 Simon Howard
-//
-// This program is free software; you can redistribute it and/or
-// modify it under the terms of the GNU General Public License
-// as published by the Free Software Foundation; either version 2
-// of the License, or (at your option) any later version.
-//
-// This program is distributed in the hope that it will be useful,
-// but WITHOUT ANY WARRANTY; without even the implied warranty of
-// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-// GNU General Public License for more details.
-//
-// You should have received a copy of the GNU General Public License
-// along with this program; if not, write to the Free Software
-// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
-// 02111-1307, USA.
-//
-//-----------------------------------------------------------------------------
-//
-// Parses "Weapon" sections in dehacked files
-//
-//-----------------------------------------------------------------------------
-
-#include <stdio.h>
-#include <stdlib.h>
-#include <string.h>
-
-#include "doomtype.h"
-
-#include "d_items.h"
-
-#include "deh_defs.h"
-#include "deh_main.h"
-#include "deh_mapping.h"
-
-DEH_BEGIN_MAPPING(weapon_mapping, weaponinfo_t)
-  DEH_MAPPING("Ammo type",        ammo)
-  DEH_MAPPING("Deselect frame",   upstate)
-  DEH_MAPPING("Select frame",     downstate)
-  DEH_MAPPING("Bobbing frame",    readystate)
-  DEH_MAPPING("Shooting frame",   atkstate)
-  DEH_MAPPING("Firing frame",     flashstate)
-DEH_END_MAPPING
-
-static void *DEH_WeaponStart(deh_context_t *context, char *line)
-{
-    int weapon_number = 0;
-
-    if (sscanf(line, "Weapon %i", &weapon_number) != 1)
-    {
-        DEH_Warning(context, "Parse error on section start");
-        return NULL;
-    }
-
-    if (weapon_number < 0 || weapon_number >= NUMWEAPONS)
-    {
-        DEH_Warning(context, "Invalid weapon number: %i", weapon_number);
-        return NULL;
-    }
-    
-    return &weaponinfo[weapon_number];
-}
-
-static void DEH_WeaponParseLine(deh_context_t *context, char *line, void *tag)
-{
-    char *variable_name, *value;
-    weaponinfo_t *weapon;
-    int ivalue;
-    
-    if (tag == NULL)
-        return;
-
-    weapon = (weaponinfo_t *) tag;
-
-    if (!DEH_ParseAssignment(line, &variable_name, &value))
-    {
-        // Failed to parse
-
-        DEH_Warning(context, "Failed to parse assignment");
-        return;
-    }
-
-    ivalue = atoi(value);
-
-    DEH_SetMapping(context, &weapon_mapping, weapon, variable_name, ivalue);
-}
-
-static void DEH_WeaponMD5Sum(md5_context_t *context)
-{
-    int i;
-
-    for (i=0; i<NUMWEAPONS ;++i)
-    {
-        DEH_StructMD5Sum(context, &weapon_mapping, &weaponinfo[i]);
-    }
-}
-
-deh_section_t deh_section_weapon =
-{
-    "Weapon",
-    NULL,
-    DEH_WeaponStart,
-    DEH_WeaponParseLine,
-    NULL,
-    DEH_WeaponMD5Sum,
-};
-
--- a/src/strife/doomdata.h
+++ /dev/null
@@ -1,221 +1,0 @@
-// Emacs style mode select   -*- C++ -*- 
-//-----------------------------------------------------------------------------
-//
-// Copyright(C) 1993-1996 Id Software, Inc.
-// Copyright(C) 2005 Simon Howard
-//
-// This program is free software; you can redistribute it and/or
-// modify it under the terms of the GNU General Public License
-// as published by the Free Software Foundation; either version 2
-// of the License, or (at your option) any later version.
-//
-// This program is distributed in the hope that it will be useful,
-// but WITHOUT ANY WARRANTY; without even the implied warranty of
-// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-// GNU General Public License for more details.
-//
-// You should have received a copy of the GNU General Public License
-// along with this program; if not, write to the Free Software
-// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
-// 02111-1307, USA.
-//
-// 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;
-} PACKEDATTR 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;
-} PACKEDATTR 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];		
-} PACKEDATTR 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;
-} PACKEDATTR mapsector_t;
-
-// SubSector, as generated by BSP.
-typedef struct
-{
-  short		numsegs;
-  // Index of first one, segs are stored sequentially.
-  short		firstseg;	
-} PACKEDATTR 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;
-} PACKEDATTR 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];
-
-} PACKEDATTR 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;
-} PACKEDATTR mapthing_t;
-
-
-
-
-
-#endif			// __DOOMDATA__
--- a/src/strife/doomdef.c
+++ /dev/null
@@ -1,36 +1,0 @@
-// Emacs style mode select   -*- C++ -*- 
-//-----------------------------------------------------------------------------
-//
-// Copyright(C) 1993-1996 Id Software, Inc.
-// Copyright(C) 2005 Simon Howard
-//
-// This program is free software; you can redistribute it and/or
-// modify it under the terms of the GNU General Public License
-// as published by the Free Software Foundation; either version 2
-// of the License, or (at your option) any later version.
-//
-// This program is distributed in the hope that it will be useful,
-// but WITHOUT ANY WARRANTY; without even the implied warranty of
-// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-// GNU General Public License for more details.
-//
-// You should have received a copy of the GNU General Public License
-// along with this program; if not, write to the Free Software
-// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
-// 02111-1307, USA.
-//
-// DESCRIPTION:
-//  DoomDef - basic defines for DOOM, e.g. Version, game mode
-//   and skill level, and display parameters.
-//
-//-----------------------------------------------------------------------------
-
-
-
-#include "doomdef.h"
-
-// Location for any defines turned variables.
-
-// None.
-
-
--- a/src/strife/doomdef.h
+++ /dev/null
@@ -1,174 +1,0 @@
-// Emacs style mode select   -*- C++ -*- 
-//-----------------------------------------------------------------------------
-//
-// Copyright(C) 1993-1996 Id Software, Inc.
-// Copyright(C) 2005 Simon Howard
-//
-// This program is free software; you can redistribute it and/or
-// modify it under the terms of the GNU General Public License
-// as published by the Free Software Foundation; either version 2
-// of the License, or (at your option) any later version.
-//
-// This program is distributed in the hope that it will be useful,
-// but WITHOUT ANY WARRANTY; without even the implied warranty of
-// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-// GNU General Public License for more details.
-//
-// You should have received a copy of the GNU General Public License
-// along with this program; if not, write to the Free Software
-// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
-// 02111-1307, USA.
-//
-// DESCRIPTION:
-//  Internally used data structures for virtually everything,
-//   lots of other stuff.
-//
-//-----------------------------------------------------------------------------
-
-#ifndef __DOOMDEF__
-#define __DOOMDEF__
-
-#include <stdio.h>
-#include <string.h>
-
-#include "doomtype.h"
-#include "i_timer.h"
-#include "d_mode.h"
-
-//
-// Global parameters/defines.
-//
-// DOOM version
-#define DOOM_VERSION 109
-
-// Version code for cph's longtics hack ("v1.91")
-#define DOOM_191_VERSION 111
-
-
-// If rangecheck is undefined,
-// most parameter validation debugging code will not be compiled
-#define RANGECHECK
-
-// 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;
-
-typedef enum
-{
-    ga_nothing,
-    ga_loadlevel,
-    ga_newgame,
-    ga_loadgame,
-    ga_savegame,
-    ga_playdemo,
-    ga_completed,
-    ga_victory,
-    ga_worlddone,
-    ga_screenshot
-} gameaction_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
-
-
-//
-// 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;
-
-#endif          // __DOOMDEF__
-
--- a/src/strife/doomstat.c
+++ /dev/null
@@ -1,43 +1,0 @@
-// Emacs style mode select   -*- C++ -*- 
-//-----------------------------------------------------------------------------
-//
-// Copyright(C) 1993-1996 Id Software, Inc.
-// Copyright(C) 2005 Simon Howard
-//
-// This program is free software; you can redistribute it and/or
-// modify it under the terms of the GNU General Public License
-// as published by the Free Software Foundation; either version 2
-// of the License, or (at your option) any later version.
-//
-// This program is distributed in the hope that it will be useful,
-// but WITHOUT ANY WARRANTY; without even the implied warranty of
-// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-// GNU General Public License for more details.
-//
-// You should have received a copy of the GNU General Public License
-// along with this program; if not, write to the Free Software
-// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
-// 02111-1307, USA.
-//
-// DESCRIPTION:
-//	Put all global tate variables here.
-//
-//-----------------------------------------------------------------------------
-
-#include <stdio.h>
-
-#include "doomstat.h"
-
-
-// Game Mode - identify IWAD as shareware, retail etc.
-GameMode_t gamemode = indetermined;
-GameMission_t	gamemission = doom;
-GameVersion_t   gameversion = exe_final;
-char *gamedescription;
-
-// Set if homebrew PWAD stuff has been added.
-boolean	modifiedgame;
-
-
-
-
--- a/src/strife/doomstat.h
+++ /dev/null
@@ -1,297 +1,0 @@
-// Emacs style mode select   -*- C++ -*- 
-//-----------------------------------------------------------------------------
-//
-// Copyright(C) 1993-1996 Id Software, Inc.
-// Copyright(C) 2005 Simon Howard
-//
-// This program is free software; you can redistribute it and/or
-// modify it under the terms of the GNU General Public License
-// as published by the Free Software Foundation; either version 2
-// of the License, or (at your option) any later version.
-//
-// This program is distributed in the hope that it will be useful,
-// but WITHOUT ANY WARRANTY; without even the implied warranty of
-// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-// GNU General Public License for more details.
-//
-// You should have received a copy of the GNU General Public License
-// along with this program; if not, write to the Free Software
-// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
-// 02111-1307, USA.
-//
-// 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"
-
-// Game mode/mission
-#include "d_mode.h"
-
-#include "net_defs.h"
-
-
-
-// ------------------------
-// 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;
-extern GameVersion_t    gameversion;
-extern char            *gamedescription;
-
-// Set if homebrew PWAD stuff has been added.
-extern  boolean	modifiedgame;
-
-
-// -------------------------------------------
-// Selected skill type, map etc.
-//
-
-// Defaults for menu, methinks.
-extern  skill_t		startskill;
-extern  int             startepisode;
-extern	int		startmap;
-
-// Savegame slot to load on startup.  This is the value provided to
-// the -loadgame option.  If this has not been provided, this is -1.
-
-extern  int             startloadgame;
-
-extern  boolean		autostart;
-
-// Selected by user. 
-extern  skill_t         gameskill;
-extern  int		gameepisode;
-extern  int		gamemap;
-
-// If non-zero, exit the level after this number of minutes
-extern  int             timelimit;
-
-// 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.
-
-// From m_menu.c:
-//  Sound FX volume has default, 0 - 15
-//  Music volume has default, 0 - 15
-// These are multiplied by 8.
-extern int sfxVolume;
-extern int musicVolume;
-
-// 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	int		viewwindowx;
-extern	int		viewwindowy;
-extern	int		viewheight;
-extern	int		viewwidth;
-extern	int		scaledviewwidth;
-
-extern  boolean         testcontrols;
-
-
-
-
-// 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;
-
-// Round angleturn in ticcmds to the nearest 256.  This is used when
-// recording Vanilla demos in netgames.
-
-extern boolean lowres_turn;
-
-// 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 *          savegamedir;
-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).
-
-
-extern	int		rndindex;
-
-extern	int		maketic;
-extern  int             nettics[MAXPLAYERS];
-
-extern  ticcmd_t        netcmds[MAXPLAYERS][BACKUPTICS];
-extern	int		ticdup;
-
-
-
-#endif
--- a/src/strife/dstrings.c
+++ /dev/null
@@ -1,81 +1,0 @@
-// Emacs style mode select   -*- C++ -*- 
-//-----------------------------------------------------------------------------
-//
-// Copyright(C) 1993-1996 Id Software, Inc.
-// Copyright(C) 2005 Simon Howard
-//
-// This program is free software; you can redistribute it and/or
-// modify it under the terms of the GNU General Public License
-// as published by the Free Software Foundation; either version 2
-// of the License, or (at your option) any later version.
-//
-// This program is distributed in the hope that it will be useful,
-// but WITHOUT ANY WARRANTY; without even the implied warranty of
-// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-// GNU General Public License for more details.
-//
-// You should have received a copy of the GNU General Public License
-// along with this program; if not, write to the Free Software
-// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
-// 02111-1307, USA.
-//
-// DESCRIPTION:
-//	Globally defined strings.
-// 
-//-----------------------------------------------------------------------------
-
-
-
-#include "dstrings.h"
-
-char *doom1_endmsg[] =
-{
-  "are you sure you want to\nquit this great game?",
-  "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.",
-};
-
-char *doom2_endmsg[] =
-{
-  // QuitDOOM II messages
-  "are you sure you want to\nquit this great game?",
-  "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.",
-};
-
-#if 0
-
-// UNUSED messages included in the source release
-
-char* endmsg[] =
-{
-  // DOOM1
-  QUITMSG,
-  // 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."
-};
-
-#endif
-
-  
-
-
--- a/src/strife/dstrings.h
+++ /dev/null
@@ -1,58 +1,0 @@
-// Emacs style mode select   -*- C++ -*- 
-//-----------------------------------------------------------------------------
-//
-// Copyright(C) 1993-1996 Id Software, Inc.
-// Copyright(C) 2005 Simon Howard
-//
-// This program is free software; you can redistribute it and/or
-// modify it under the terms of the GNU General Public License
-// as published by the Free Software Foundation; either version 2
-// of the License, or (at your option) any later version.
-//
-// This program is distributed in the hope that it will be useful,
-// but WITHOUT ANY WARRANTY; without even the implied warranty of
-// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-// GNU General Public License for more details.
-//
-// You should have received a copy of the GNU General Public License
-// along with this program; if not, write to the Free Software
-// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
-// 02111-1307, USA.
-//
-//
-// DESCRIPTION:
-//	DOOM strings, by language.
-//
-//-----------------------------------------------------------------------------
-
-
-#ifndef __DSTRINGS__
-#define __DSTRINGS__
-
-
-// All important printed strings.
-
-#include "d_englsh.h"
-
-// Misc. other strings.
-#define SAVEGAMENAME	"doomsav"
-
-
-//
-// File locations,
-//  relative to current position.
-// Path names are OS-sensitive.
-//
-#define DEVMAPS "devmaps"
-#define DEVDATA "devdata"
-
-
-// QuitDOOM messages
-// 8 per each game type
-#define NUM_QUITMESSAGES   8
-
-extern char *doom1_endmsg[];
-extern char *doom2_endmsg[];
-
-
-#endif
--- a/src/strife/f_finale.c
+++ /dev/null
@@ -1,729 +1,0 @@
-// Emacs style mode select   -*- C++ -*- 
-//-----------------------------------------------------------------------------
-//
-// Copyright(C) 1993-1996 Id Software, Inc.
-// Copyright(C) 2005 Simon Howard
-//
-// This program is free software; you can redistribute it and/or
-// modify it under the terms of the GNU General Public License
-// as published by the Free Software Foundation; either version 2
-// of the License, or (at your option) any later version.
-//
-// This program is distributed in the hope that it will be useful,
-// but WITHOUT ANY WARRANTY; without even the implied warranty of
-// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-// GNU General Public License for more details.
-//
-// You should have received a copy of the GNU General Public License
-// along with this program; if not, write to the Free Software
-// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
-// 02111-1307, USA.
-//
-// DESCRIPTION:
-//	Game completion, final screen animation.
-//
-//-----------------------------------------------------------------------------
-
-
-#include <stdio.h>
-#include <ctype.h>
-
-// Functions.
-#include "deh_main.h"
-#include "i_system.h"
-#include "i_swap.h"
-#include "z_zone.h"
-#include "v_video.h"
-#include "w_wad.h"
-#include "s_sound.h"
-
-// Data.
-#include "d_main.h"
-#include "dstrings.h"
-#include "sounds.h"
-
-#include "doomstat.h"
-#include "r_state.h"
-
-typedef enum
-{
-    F_STAGE_TEXT,
-    F_STAGE_ARTSCREEN,
-    F_STAGE_CAST,
-} finalestage_t;
-
-// ?
-//#include "doomstat.h"
-//#include "r_local.h"
-//#include "f_finale.h"
-
-// Stage of animation:
-finalestage_t finalestage;
-
-unsigned int finalecount;
-
-#define	TEXTSPEED	3
-#define	TEXTWAIT	250
-
-typedef struct
-{
-    GameMission_t mission;
-    int episode, level;
-    char *background;
-    char *text;
-} textscreen_t;
-
-static textscreen_t textscreens[] =
-{
-    { doom,      1, 8,  "FLOOR4_8",  E1TEXT},
-    { doom,      2, 8,  "SFLR6_1",   E2TEXT},
-    { doom,      3, 8,  "MFLR8_4",   E3TEXT},
-    { doom,      4, 8,  "MFLR8_3",   E4TEXT},
-
-    { doom2,     1, 6,  "SLIME16",   C1TEXT},
-    { doom2,     1, 11, "RROCK14",   C2TEXT},
-    { doom2,     1, 20, "RROCK07",   C3TEXT},
-    { doom2,     1, 30, "RROCK17",   C4TEXT},
-    { doom2,     1, 15, "RROCK13",   C5TEXT},
-    { doom2,     1, 31, "RROCK19",   C6TEXT},
-
-    { pack_tnt,  1, 6,  "SLIME16",   T1TEXT},
-    { pack_tnt,  1, 11, "RROCK14",   T2TEXT},
-    { pack_tnt,  1, 20, "RROCK07",   T3TEXT},
-    { pack_tnt,  1, 30, "RROCK17",   T4TEXT},
-    { pack_tnt,  1, 15, "RROCK13",   T5TEXT},
-    { pack_tnt,  1, 31, "RROCK19",   T6TEXT},
-
-    { pack_plut, 1, 6,  "SLIME16",   P1TEXT},
-    { pack_plut, 1, 11, "RROCK14",   P2TEXT},
-    { pack_plut, 1, 20, "RROCK07",   P3TEXT},
-    { pack_plut, 1, 30, "RROCK17",   P4TEXT},
-    { pack_plut, 1, 15, "RROCK13",   P5TEXT},
-    { pack_plut, 1, 31, "RROCK19",   P6TEXT},
-};
-
-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)
-{
-    size_t i;
-
-    gameaction = ga_nothing;
-    gamestate = GS_FINALE;
-    viewactive = false;
-    automapactive = false;
-
-    if (gamemission == doom)
-    {
-        S_ChangeMusic(mus_victor, true);
-    }
-    else
-    {
-        S_ChangeMusic(mus_read_m, true);
-    }
-
-    // Find the right screen and set the text and background
-
-    for (i=0; i<arrlen(textscreens); ++i)
-    {
-        textscreen_t *screen = &textscreens[i];
-
-        // Hack for Chex Quest
-
-        if (gameversion == exe_chex && screen->mission == doom)
-        {
-            screen->level = 5;
-        }
-
-        if (gamemission == screen->mission
-         && (gamemission != doom || gameepisode == screen->episode)
-         && gamemap == screen->level)
-        {
-            finaletext = screen->text;
-            finaleflat = screen->background;
-        }
-    }
-
-    // Do dehacked substitutions of strings
-  
-    finaletext = DEH_String(finaletext);
-    finaleflat = DEH_String(finaleflat);
-    
-    finalestage = F_STAGE_TEXT;
-    finalecount = 0;
-	
-}
-
-
-
-boolean F_Responder (event_t *event)
-{
-    if (finalestage == F_STAGE_CAST)
-	return F_CastResponder (event);
-	
-    return false;
-}
-
-
-//
-// F_Ticker
-//
-void F_Ticker (void)
-{
-    size_t		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 == F_STAGE_CAST)
-    {
-	F_CastTicker ();
-	return;
-    }
-	
-    if ( gamemode == commercial)
-	return;
-		
-    if (finalestage == F_STAGE_TEXT
-     && finalecount>strlen (finaletext)*TEXTSPEED + TEXTWAIT)
-    {
-	finalecount = 0;
-	finalestage = F_STAGE_ARTSCREEN;
-	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;
-    signed 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 = I_VideoBuffer;
-	
-    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 = ((signed int) 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, 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 = F_STAGE_CAST;
-    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, hu_font[c]);
-	cx+=w;
-    }
-	
-}
-
-
-//
-// F_CastDrawer
-//
-
-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, W_CacheLumpName (DEH_String("BOSSBACK"), PU_CACHE));
-
-    F_CastPrint (DEH_String(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, patch);
-    else
-	V_DrawPatch(160, 170, 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 = I_VideoBuffer + 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)
-{
-    signed int  scrolled;
-    int		x;
-    patch_t*	p1;
-    patch_t*	p2;
-    char	name[10];
-    int		stage;
-    static int	laststage;
-		
-    p1 = W_CacheLumpName (DEH_String("PFUB2"), PU_LEVEL);
-    p2 = W_CacheLumpName (DEH_String("PFUB1"), PU_LEVEL);
-
-    V_MarkRect (0, 0, SCREENWIDTH, SCREENHEIGHT);
-	
-    scrolled = (320 - ((signed int) 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, 
-                    W_CacheLumpName(DEH_String("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, DEH_String("END%i"), stage);
-    V_DrawPatch((SCREENWIDTH - 13 * 8) / 2, 
-                (SCREENHEIGHT - 8 * 8) / 2, 
-                W_CacheLumpName (name,PU_CACHE));
-}
-
-static void F_ArtScreenDrawer(void)
-{
-    char *lumpname;
-    
-    if (gameepisode == 3)
-    {
-        F_BunnyScroll();
-    }
-    else
-    {
-        switch (gameepisode)
-        {
-            case 1:
-                if (gamemode == retail)
-                {
-                    lumpname = "CREDIT";
-                }
-                else
-                {
-                    lumpname = "HELP2";
-                }
-                break;
-            case 2:
-                lumpname = "VICTORY2";
-                break;
-            case 4:
-                lumpname = "ENDPIC";
-                break;
-            default:
-                return;
-        }
-
-        lumpname = DEH_String(lumpname);
-
-        V_DrawPatch (0, 0, W_CacheLumpName(lumpname, PU_CACHE));
-    }
-}
-
-//
-// F_Drawer
-//
-void F_Drawer (void)
-{
-    switch (finalestage)
-    {
-        case F_STAGE_CAST:
-            F_CastDrawer();
-            break;
-        case F_STAGE_TEXT:
-            F_TextWrite();
-            break;
-        case F_STAGE_ARTSCREEN:
-            F_ArtScreenDrawer();
-            break;
-    }
-}
-
-
--- a/src/strife/f_finale.h
+++ /dev/null
@@ -1,53 +1,0 @@
-// Emacs style mode select   -*- C++ -*- 
-//-----------------------------------------------------------------------------
-//
-// Copyright(C) 1993-1996 Id Software, Inc.
-// Copyright(C) 2005 Simon Howard
-//
-// This program is free software; you can redistribute it and/or
-// modify it under the terms of the GNU General Public License
-// as published by the Free Software Foundation; either version 2
-// of the License, or (at your option) any later version.
-//
-// This program is distributed in the hope that it will be useful,
-// but WITHOUT ANY WARRANTY; without even the implied warranty of
-// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-// GNU General Public License for more details.
-//
-// You should have received a copy of the GNU General Public License
-// along with this program; if not, write to the Free Software
-// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
-// 02111-1307, USA.
-//
-// 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
--- a/src/strife/f_wipe.c
+++ /dev/null
@@ -1,304 +1,0 @@
-// Emacs style mode select   -*- C++ -*- 
-//-----------------------------------------------------------------------------
-//
-// Copyright(C) 1993-1996 Id Software, Inc.
-// Copyright(C) 2005 Simon Howard
-//
-// This program is free software; you can redistribute it and/or
-// modify it under the terms of the GNU General Public License
-// as published by the Free Software Foundation; either version 2
-// of the License, or (at your option) any later version.
-//
-// This program is distributed in the hope that it will be useful,
-// but WITHOUT ANY WARRANTY; without even the implied warranty of
-// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-// GNU General Public License for more details.
-//
-// You should have received a copy of the GNU General Public License
-// along with this program; if not, write to the Free Software
-// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
-// 02111-1307, USA.
-//
-// DESCRIPTION:
-//	Mission begin melt/wipe screen special effect.
-//
-//-----------------------------------------------------------------------------
-
-#include <string.h>
-
-#include "z_zone.h"
-#include "i_video.h"
-#include "v_video.h"
-#include "m_random.h"
-
-#include "doomtype.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);
-    Z_Free(wipe_scr_start);
-    Z_Free(wipe_scr_end);
-    return 0;
-}
-
-int
-wipe_StartScreen
-( int	x,
-  int	y,
-  int	width,
-  int	height )
-{
-    wipe_scr_start = Z_Malloc(SCREENWIDTH * SCREENHEIGHT, PU_STATIC, NULL);
-    I_ReadScreen(wipe_scr_start);
-    return 0;
-}
-
-int
-wipe_EndScreen
-( int	x,
-  int	y,
-  int	width,
-  int	height )
-{
-    wipe_scr_end = Z_Malloc(SCREENWIDTH * SCREENHEIGHT, PU_STATIC, NULL);
-    I_ReadScreen(wipe_scr_end);
-    V_DrawBlock(x, y, 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 = I_VideoBuffer;
-	(*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;
-}
-
--- a/src/strife/f_wipe.h
+++ /dev/null
@@ -1,71 +1,0 @@
-// Emacs style mode select   -*- C++ -*- 
-//-----------------------------------------------------------------------------
-//
-// Copyright(C) 1993-1996 Id Software, Inc.
-// Copyright(C) 2005 Simon Howard
-//
-// This program is free software; you can redistribute it and/or
-// modify it under the terms of the GNU General Public License
-// as published by the Free Software Foundation; either version 2
-// of the License, or (at your option) any later version.
-//
-// This program is distributed in the hope that it will be useful,
-// but WITHOUT ANY WARRANTY; without even the implied warranty of
-// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-// GNU General Public License for more details.
-//
-// You should have received a copy of the GNU General Public License
-// along with this program; if not, write to the Free Software
-// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
-// 02111-1307, USA.
-//
-// 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
--- a/src/strife/g_game.c
+++ /dev/null
@@ -1,2098 +1,0 @@
-// Emacs style mode select   -*- C++ -*- 
-//-----------------------------------------------------------------------------
-//
-// Copyright(C) 1993-1996 Id Software, Inc.
-// Copyright(C) 2005 Simon Howard
-//
-// This program is free software; you can redistribute it and/or
-// modify it under the terms of the GNU General Public License
-// as published by the Free Software Foundation; either version 2
-// of the License, or (at your option) any later version.
-//
-// This program is distributed in the hope that it will be useful,
-// but WITHOUT ANY WARRANTY; without even the implied warranty of
-// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-// GNU General Public License for more details.
-//
-// You should have received a copy of the GNU General Public License
-// along with this program; if not, write to the Free Software
-// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
-// 02111-1307, USA.
-//
-// DESCRIPTION:  none
-//
-//-----------------------------------------------------------------------------
-
-
-
-#include <string.h>
-#include <stdlib.h>
-#include <math.h>
-
-#include "doomdef.h" 
-#include "doomkeys.h"
-#include "doomstat.h"
-
-#include "deh_main.h"
-#include "deh_misc.h"
-
-#include "z_zone.h"
-#include "f_finale.h"
-#include "m_argv.h"
-#include "m_controls.h"
-#include "m_misc.h"
-#include "m_menu.h"
-#include "m_random.h"
-#include "i_system.h"
-#include "i_timer.h"
-#include "i_video.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
-
-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); 
- 
-// Gamestate the last time G_Ticker was called.
-
-gamestate_t     oldgamestate; 
- 
-gameaction_t    gameaction; 
-gamestate_t     gamestate; 
-skill_t         gameskill; 
-boolean		respawnmonsters;
-int             gameepisode; 
-int             gamemap; 
-
-// If non-zero, exit the level after this number of minutes.
-
-int             timelimit;
-
-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 
-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]; 
-
-boolean         turbodetected[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         longtics;               // cph's doom 1.91 longtics hack
-boolean         lowres_turn;            // low resolution turning for longtics
-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 
-
-boolean         testcontrols = false;    // Invoked by setup to test controls
- 
-wbstartstruct_t wminfo;               	// parms for world map / intermission 
- 
-byte		consistancy[MAXPLAYERS][BACKUPTICS]; 
- 
-#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 
-
-static int *weapon_keys[] = {
-    &key_weapon1,
-    &key_weapon2,
-    &key_weapon3,
-    &key_weapon4,
-    &key_weapon5,
-    &key_weapon6,
-    &key_weapon7,
-    &key_weapon8
-};
-
-#define SLOWTURNTICS	6 
- 
-#define NUMKEYS		256 
-
-static boolean  gamekeydown[NUMKEYS]; 
-static int      turnheld;		// for accelerative turning 
- 
-static boolean  mousearray[4]; 
-static boolean *mousebuttons = &mousearray[1];  // allow [-1]
-
-// mouse values are used once 
-int             mousex;
-int             mousey;         
-
-static int      dclicktime;
-static boolean  dclickstate;
-static int      dclicks; 
-static int      dclicktime2;
-static boolean  dclickstate2;
-static int      dclicks2;
-
-#define MAX_JOY_BUTTONS 20
-
-// joystick values are repeated 
-static int      joyxmove;
-static int      joyymove;
-static boolean  joyarray[MAX_JOY_BUTTONS + 1]; 
-static boolean *joybuttons = &joyarray[1];		// allow [-1] 
- 
-static int      savegameslot; 
-static char     savedescription[32]; 
- 
-static int      testcontrols_mousespeed;
- 
-#define	BODYQUESIZE	32
-
-mobj_t*		bodyque[BODYQUESIZE]; 
-int		bodyqueslot; 
- 
-int             vanilla_savegame_limit = 1;
-int             vanilla_demo_limit = 1;
- 
-
-#define MOUSE_SPEED_BOX_WIDTH 16
-#define COLOR_RED    0xb0
-#define COLOR_BLACK  0x00
-#define COLOR_WHITE  0x04
-#define COLOR_YELLOW 0xe7
-
-void G_DrawMouseSpeedBox(void)
-{
-    extern int usemouse;
-    int i;
-    int box_x, box_y;
-    int original_speed;
-    int x, y;
-    int redline_x;
-    int linelen;
-    char *lumpname;
-    int color;
-
-    // If the mouse is turned off or acceleration is turned off, don't
-    // draw the box at all.
-
-    if (!usemouse || fabs(mouse_acceleration - 1) < 0.01)
-    {
-        return;
-    }
-
-    // Calculate box position
-
-    box_x = SCREENWIDTH - MOUSE_SPEED_BOX_WIDTH * 8;
-    box_y = SCREENHEIGHT - 9;
-
-    // Draw the box.
-
-    x = box_x;
-    
-    for (i=0; i<MOUSE_SPEED_BOX_WIDTH; ++i)
-    {
-        if (i == 0)
-        {
-            lumpname = "M_LSLEFT";
-        }
-        else if (i == MOUSE_SPEED_BOX_WIDTH - 1)
-        {
-            lumpname = "M_LSRGHT";
-        }
-        else
-        {
-            lumpname = "M_LSCNTR";
-        }
-
-        V_DrawPatchDirect(x, box_y,
-                          W_CacheLumpName(DEH_String(lumpname), PU_CACHE));
-        x += 8;
-    }
-
-    // Calculate the position of the red line.  This is 1/3 of the way
-    // along the box.
-
-    redline_x = (MOUSE_SPEED_BOX_WIDTH / 3) * 8;
-
-    // Undo acceleration and get back the original mouse speed
-
-    if (testcontrols_mousespeed < mouse_threshold)
-    {
-        original_speed = testcontrols_mousespeed;
-    }
-    else
-    {
-        original_speed = testcontrols_mousespeed - mouse_threshold;
-        original_speed = (int) (original_speed / mouse_acceleration);
-        original_speed += mouse_threshold;
-    }
-
-    // Calculate line length
-
-    linelen = (original_speed * redline_x) / mouse_threshold;
-
-    // Draw horizontal "thermometer" 
-
-    for (x=0; x<(MOUSE_SPEED_BOX_WIDTH - 1) * 8; ++x)
-    {
-        if (x < linelen)
-        {
-            if (x < redline_x)
-            {
-                color = COLOR_WHITE;
-            }
-            else
-            {
-                color = COLOR_YELLOW;
-            }
-        }
-        else
-        {
-            color = COLOR_BLACK;
-        }
-
-        I_VideoBuffer[(box_y - 4) * SCREENWIDTH + box_x + x + 1] = color;
-    }
-
-    // Draw red line
-
-    for (y=box_y - 8; y<box_y; ++y)
-    {
-        I_VideoBuffer[y * SCREENWIDTH + box_x + redline_x] = COLOR_RED;
-    }
-}
- 
-int G_CmdChecksum (ticcmd_t* cmd) 
-{ 
-    size_t		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;
-
-    memset(cmd, 0, sizeof(ticcmd_t));
-
-    cmd->consistancy = 
-	consistancy[consoleplayer][maketic%BACKUPTICS]; 
- 
-    strafe = gamekeydown[key_strafe] || mousebuttons[mousebstrafe] 
-	|| joybuttons[joybstrafe]; 
-
-    // fraggle: support the old "joyb_speed = 31" hack which
-    // allowed an autorun effect
-
-    speed = key_speed >= NUMKEYS
-         || joybspeed >= MAX_JOY_BUTTONS
-         || 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_strafeleft]
-     || joybuttons[joybstrafeleft]
-     || mousebuttons[mousebstrafeleft]) 
-    {
-        side -= sidemove[speed];
-    }
-
-    if (gamekeydown[key_straferight]
-     || joybuttons[joybstraferight]
-     || mousebuttons[mousebstraferight])
-    {
-        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]
-     || mousebuttons[mousebuse])
-    { 
-	cmd->buttons |= BT_USE;
-	// clear double clicks if hit use button 
-	dclicks = 0;                   
-    } 
-
-    // chainsaw overrides 
-
-    for (i=0; i<arrlen(weapon_keys); ++i)
-    {
-        int key = *weapon_keys[i];
-
-        if (gamekeydown[key])
-        {
-	    cmd->buttons |= BT_CHANGE; 
-	    cmd->buttons |= i<<BT_WEAPONSHIFT; 
-	    break; 
-        }
-    }
-    
-    // mouse
-    if (mousebuttons[mousebforward]) 
-    {
-	forward += forwardmove[speed];
-    }
-    if (mousebuttons[mousebbackward])
-    {
-        forward -= forwardmove[speed];
-    }
-
-    if (dclick_use)
-    {
-        // 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; 
-
-    if (mousex == 0)
-    {
-        // No movement in the previous frame
-
-        testcontrols_mousespeed = 0;
-    }
-    
-    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); 
-    } 
-
-    // low-res turning
-
-    if (lowres_turn)
-    {
-        // round angleturn to the nearest 256 boundary
-        // for recording demos with single byte values for turn
-
-        cmd->angleturn = (cmd->angleturn + 128) & 0xff00;
-    }
-} 
- 
-
-//
-// 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(DEH_String(SKYFLATNAME));
-
-    levelstarttic = gametic;        // for time calculation
-    
-    if (wipegamestate == GS_LEVEL) 
-	wipegamestate = -1;             // force a wipe 
-
-    gamestate = GS_LEVEL; 
-
-    for (i=0 ; i<MAXPLAYERS ; i++) 
-    { 
-	turbodetected[i] = false;
-	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    
-    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)); 
-
-    if (testcontrols)
-    {
-        players[consoleplayer].message = "Press escape to quit.";
-    }
-} 
- 
-
-static void SetJoyButtons(unsigned int buttons_mask)
-{
-    int i;
-
-    for (i=0; i<MAX_JOY_BUTTONS; ++i)
-    {
-        joybuttons[i] = (buttons_mask & (1 << i)) != 0;
-    }
-}
- 
-//
-// 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 
-    } 
-
-    if (testcontrols && ev->type == ev_mouse)
-    {
-        // If we are invoked by setup to test the controls, save the 
-        // mouse speed so that we can display it on-screen.
-        // Perform a low pass filter on this so that the thermometer 
-        // appears to move smoothly.
-
-        testcontrols_mousespeed = abs(ev->data2);
-    }
-
-    switch (ev->type) 
-    { 
-      case ev_keydown: 
-	if (ev->data1 == key_pause) 
-	{ 
-	    sendpause = true; 
-	}
-        else 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: 
-        SetJoyButtons(ev->data1);
-	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: 
-	    V_ScreenShot("DOOM%02i.pcx"); 
-            players[consoleplayer].message = DEH_String("screen shot");
-	    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
-
-            // check ~ 4 seconds whether to display the turbo message. 
-            // store if the turbo threshold was exceeded in any tics
-            // over the past 4 seconds.  offset the checking period
-            // for each player so messages are not displayed at the
-            // same time.
-
-            if (cmd->forwardmove > TURBOTHRESHOLD)
-            {
-                turbodetected[i] = true;
-            }
-
-	    if ((gametic & 31) == 0 
-             && ((gametic >> 5) % MAXPLAYERS) == i
-             && turbodetected[i])
-	    {
-		static char turbomessage[80];
-		extern char *player_names[4];
-		sprintf (turbomessage, "%s is turbo!",player_names[i]);
-		players[consoleplayer].message = turbomessage;
-                turbodetected[i] = false;
-	    }
-			
-	    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; 
-		} 
-	    } 
-	}
-    }
-
-    // Have we just finished displaying an intermission screen?
-
-    if (oldgamestate == GS_INTERMISSION && gamestate != GS_INTERMISSION)
-    {
-        WI_End();
-    }
-
-    oldgamestate = gamestate;
-    
-    // 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 = deh_initial_health;     // Use dehacked value
-    p->readyweapon = p->pendingweapon = wp_pistol; 
-    p->weaponowned[wp_fist] = true; 
-    p->weaponowned[wp_pistol] = true; 
-    p->ammo[am_clip] = deh_initial_bullets; 
-	 
-    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 * (((unsigned int) 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)
-    {
-        // Chex Quest ends after 5 levels, rather than 8.
-
-        if (gameversion == exe_chex)
-        {
-            if (gamemap == 5)
-            {
-                gameaction = ga_victory;
-                return;
-            }
-        }
-        else
-        {
-            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 = TICRATE*cpars[gamemap-1]; 
-    else
-	wminfo.partime = TICRATE*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; 
- 
-    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 savedleveltime;
-	 
-    gameaction = ga_nothing; 
-	 
-    save_stream = fopen(savename, "rb");
-
-    if (save_stream == NULL)
-    {
-        return;
-    }
-
-    if (!P_ReadSaveGameHeader())
-    {
-        fclose(save_stream);
-        return;
-    }
-
-    savedleveltime = leveltime;
-    
-    // load a base level 
-    G_InitNew (gameskill, gameepisode, gamemap); 
- 
-    leveltime = savedleveltime;
-
-    // dearchive all the modifications
-    P_UnArchivePlayers (); 
-    P_UnArchiveWorld (); 
-    P_UnArchiveThinkers (); 
-    P_UnArchiveSpecials (); 
- 
-    if (!P_ReadSaveGameEOF())
-	I_Error ("Bad savegame");
-
-    fclose(save_stream);
-    
-    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 *savegame_file;
-    char *temp_savegame_file;
-
-    temp_savegame_file = P_TempSaveGameFile();
-    savegame_file = P_SaveGameFile(savegameslot);
-
-    // Open the savegame file for writing.  We write to a temporary file
-    // and then rename it at the end if it was successfully written.
-    // This prevents an existing savegame from being overwritten by 
-    // a corrupted one, or if a savegame buffer overrun occurs.
-
-    save_stream = fopen(temp_savegame_file, "wb");
-
-    if (save_stream == NULL)
-    {
-        return;
-    }
-
-    P_WriteSaveGameHeader(savedescription);
- 
-    P_ArchivePlayers (); 
-    P_ArchiveWorld (); 
-    P_ArchiveThinkers (); 
-    P_ArchiveSpecials (); 
-	 
-    P_WriteSaveGameEOF();
-	 
-    // Enforce the same savegame size limit as in Vanilla Doom, 
-    // except if the vanilla_savegame_limit setting is turned off.
-
-    if (vanilla_savegame_limit && ftell(save_stream) > SAVEGAMESIZE)
-    {
-        I_Error ("Savegame buffer overrun");
-    }
-    
-    // Finish up, close the savegame file.
-
-    fclose(save_stream);
-
-    // Now rename the temporary savegame file to the actual savegame
-    // file, overwriting the old savegame if there was one there.
-
-    remove(savegame_file);
-    rename(temp_savegame_file, savegame_file);
-    
-    gameaction = ga_nothing; 
-    strcpy(savedescription, "");
-
-    players[consoleplayer].message = DEH_String(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 ) 
-{ 
-    char *skytexturename;
-    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 to use.
-    //
-    // Note: This IS broken, but it is how Vanilla Doom behaves.  
-    // See http://doom.wikia.com/wiki/Sky_never_changes_in_Doom_II.
-    //
-    // Because we set the sky here at the start of a game, not at the
-    // start of a level, the sky texture never changes unless we
-    // restore from a saved game.  This was fixed before the Doom
-    // source release, but this IS the way Vanilla DOS Doom behaves.
-
-    if (gamemode == commercial)
-    {
-        if (gamemap < 12)
-            skytexturename = "SKY1";
-        else if (gamemap < 21)
-            skytexturename = "SKY2";
-        else
-            skytexturename = "SKY3";
-    }
-    else
-    {
-        switch (gameepisode) 
-        { 
-          default:
-          case 1: 
-            skytexturename = "SKY1"; 
-            break; 
-          case 2: 
-            skytexturename = "SKY2"; 
-            break; 
-          case 3: 
-            skytexturename = "SKY3"; 
-            break; 
-          case 4:        // Special Edition sky
-            skytexturename = "SKY4";
-            break;
-        } 
-    }
-
-    skytexturename = DEH_String(skytexturename);
-
-    skytexture = R_TextureNumForName(skytexturename);
-
-    
-    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++); 
-
-    // If this is a longtics demo, read back in higher resolution
-
-    if (longtics)
-    {
-        cmd->angleturn = *demo_p++;
-        cmd->angleturn |= (*demo_p++) << 8;
-    }
-    else
-    {
-        cmd->angleturn = ((unsigned char) *demo_p++)<<8; 
-    }
-
-    cmd->buttons = (unsigned char)*demo_p++; 
-} 
-
-// Increase the size of the demo buffer to allow unlimited demos
-
-static void IncreaseDemoBuffer(void)
-{
-    int current_length;
-    byte *new_demobuffer;
-    byte *new_demop;
-    int new_length;
-
-    // Find the current size
-
-    current_length = demoend - demobuffer;
-    
-    // Generate a new buffer twice the size
-    new_length = current_length * 2;
-    
-    new_demobuffer = Z_Malloc(new_length, PU_STATIC, 0);
-    new_demop = new_demobuffer + (demo_p - demobuffer);
-
-    // Copy over the old data
-
-    memcpy(new_demobuffer, demobuffer, current_length);
-
-    // Free the old buffer and point the demo pointers at the new buffer.
-
-    Z_Free(demobuffer);
-
-    demobuffer = new_demobuffer;
-    demo_p = new_demop;
-    demoend = demobuffer + new_length;
-}
-
-void G_WriteDemoTiccmd (ticcmd_t* cmd) 
-{ 
-    byte *demo_start;
-
-    if (gamekeydown['q'])           // press q to end demo recording 
-	G_CheckDemoStatus (); 
-
-    demo_start = demo_p;
-
-    *demo_p++ = cmd->forwardmove; 
-    *demo_p++ = cmd->sidemove; 
-
-    // If this is a longtics demo, record in higher resolution
- 
-    if (longtics)
-    {
-        *demo_p++ = (cmd->angleturn & 0xff);
-        *demo_p++ = (cmd->angleturn >> 8) & 0xff;
-    }
-    else
-    {
-        *demo_p++ = cmd->angleturn >> 8; 
-    }
-
-    *demo_p++ = cmd->buttons; 
-
-    // reset demo pointer back
-    demo_p = demo_start;
-
-    if (demo_p > demoend - 16)
-    {
-        if (vanilla_demo_limit)
-        {
-            // no more space 
-            G_CheckDemoStatus (); 
-            return; 
-        }
-        else
-        {
-            // Vanilla demo limit disabled: unlimited
-            // demo lengths!
-
-            IncreaseDemoBuffer();
-        }
-    } 
-	
-    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;
-
-    //!
-    // @arg <size>
-    // @category demo
-    // @vanilla
-    //
-    // Specify the demo buffer size (KiB)
-    //
-
-    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; 
-
-    //!
-    // @category demo
-    //
-    // Record a high resolution "Doom 1.91" demo.
-    //
-
-    longtics = M_CheckParm("-longtics") != 0;
-
-    // If not recording a longtics demo, record in low res
-
-    lowres_turn = !longtics;
-    
-    demo_p = demobuffer;
-	
-    // Save the right version code for this demo
- 
-    if (longtics)
-    {
-        *demo_p++ = DOOM_191_VERSION;
-    }
-    else
-    {
-        *demo_p++ = DOOM_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; 
-} 
-
-// Generate a string describing a demo version
-
-static char *DemoVersionDescription(int version)
-{
-    static char resultbuf[16];
-
-    switch (version)
-    {
-        case 104:
-            return "v1.4";
-        case 105:
-            return "v1.5";
-        case 106:
-            return "v1.6/v1.666";
-        case 107:
-            return "v1.7/v1.7a";
-        case 108:
-            return "v1.8";
-        case 109:
-            return "v1.9";
-        default:
-            break;
-    }
-
-    // Unknown version.  Perhaps this is a pre-v1.4 IWAD?  If the version
-    // byte is in the range 0-4 then it can be a v1.0-v1.2 demo.
-
-    if (version >= 0 && version <= 4)
-    {
-        return "v1.0/v1.1/v1.2";
-    }
-    else
-    {
-        sprintf(resultbuf, "%i.%i (unknown)", version / 100, version % 100);
-        return resultbuf;
-    }
-}
-
-void G_DoPlayDemo (void) 
-{ 
-    skill_t skill; 
-    int             i, episode, map; 
-    int demoversion;
-	 
-    gameaction = ga_nothing; 
-    demobuffer = demo_p = W_CacheLumpName (defdemoname, PU_STATIC); 
-
-    demoversion = *demo_p++;
-
-    if (demoversion == DOOM_VERSION)
-    {
-        longtics = false;
-    }
-    else if (demoversion == DOOM_191_VERSION)
-    {
-        // demo recorded with cph's modified "v1.91" doom exe
-        longtics = true;
-    }
-    else
-    {
-        char *message = "Demo is from a different game version!\n"
-                        "(read %i, should be %i)\n"
-                        "\n"
-                        "*** You may need to upgrade your version "
-                            "of Doom to v1.9. ***\n"
-                        "    See: http://doomworld.com/files/patches.shtml\n"
-                        "    This appears to be %s.";
-
-        I_Error(message, demoversion, DOOM_VERSION,
-                         DemoVersionDescription(demoversion));
-    }
-    
-    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++; 
-
-    //!
-    // @category demo
-    // 
-    // Play back a demo recorded in a netgame with a single player.
-    //
-
-    if (playeringame[1] || M_CheckParm("-netdemo") > 0) 
-    { 
-	netgame = true; 
-	netdemo = true; 
-    }
-
-    // don't spend a lot of time in loadlevel 
-    precache = false;
-    G_InitNew (skill, episode, map); 
-    precache = true; 
-    starttime = I_GetTime (); 
-
-    usergame = false; 
-    demoplayback = true; 
-} 
-
-//
-// G_TimeDemo 
-//
-void G_TimeDemo (char* name) 
-{
-    //!
-    // @vanilla 
-    //
-    // Disable rendering the screen entirely.
-    //
-
-    nodrawers = M_CheckParm ("-nodraw"); 
-
-    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) 
-    { 
-        float fps;
-        int realtics;
-
-	endtime = I_GetTime (); 
-        realtics = endtime - starttime;
-        fps = ((float) gametic * TICRATE) / realtics;
-
-        // Prevent recursive calls
-        timingdemo = false;
-        demoplayback = false;
-
-	I_Error ("timed %i gametics in %i realtics (%f fps)",
-                 gametic, realtics, fps);
-    } 
-	 
-    if (demoplayback) 
-    { 
-        W_ReleaseLumpName(defdemoname);
-	demoplayback = false; 
-	netdemo = false;
-	netgame = false;
-	deathmatch = false;
-	playeringame[1] = playeringame[2] = playeringame[3] = 0;
-	respawnparm = false;
-	fastparm = false;
-	nomonsters = false;
-	consoleplayer = 0;
-        
-        if (singledemo) 
-            I_Quit (); 
-        else 
-            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; 
-} 
- 
- 
- 
--- a/src/strife/g_game.h
+++ /dev/null
@@ -1,87 +1,0 @@
-// Emacs style mode select   -*- C++ -*- 
-//-----------------------------------------------------------------------------
-//
-// Copyright(C) 1993-1996 Id Software, Inc.
-// Copyright(C) 2005 Simon Howard
-//
-// This program is free software; you can redistribute it and/or
-// modify it under the terms of the GNU General Public License
-// as published by the Free Software Foundation; either version 2
-// of the License, or (at your option) any later version.
-//
-// This program is distributed in the hope that it will be useful,
-// but WITHOUT ANY WARRANTY; without even the implied warranty of
-// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-// GNU General Public License for more details.
-//
-// You should have received a copy of the GNU General Public License
-// along with this program; if not, write to the Free Software
-// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
-// 02111-1307, USA.
-//
-// DESCRIPTION:
-//   Duh.
-// 
-//-----------------------------------------------------------------------------
-
-
-#ifndef __G_GAME__
-#define __G_GAME__
-
-#include "doomdef.h"
-#include "d_event.h"
-#include "d_ticcmd.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);
-
-// Read current data from inputs and build a player movement command.
-
-void G_BuildTiccmd (ticcmd_t *cmd); 
-
-void G_Ticker (void);
-boolean G_Responder (event_t*	ev);
-
-void G_ScreenShot (void);
-
-void G_DrawMouseSpeedBox(void);
-
-extern int vanilla_savegame_limit;
-extern int vanilla_demo_limit;
-#endif
-
--- a/src/strife/hu_lib.c
+++ /dev/null
@@ -1,357 +1,0 @@
-// Emacs style mode select   -*- C++ -*- 
-//-----------------------------------------------------------------------------
-//
-// Copyright(C) 1993-1996 Id Software, Inc.
-// Copyright(C) 2005 Simon Howard
-//
-// This program is free software; you can redistribute it and/or
-// modify it under the terms of the GNU General Public License
-// as published by the Free Software Foundation; either version 2
-// of the License, or (at your option) any later version.
-//
-// This program is distributed in the hope that it will be useful,
-// but WITHOUT ANY WARRANTY; without even the implied warranty of
-// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-// GNU General Public License for more details.
-//
-// You should have received a copy of the GNU General Public License
-// along with this program; if not, write to the Free Software
-// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
-// 02111-1307, USA.
-//
-// DESCRIPTION:  heads-up text and input code
-//
-//-----------------------------------------------------------------------------
-
-
-#include <ctype.h>
-
-#include "doomdef.h"
-#include "doomkeys.h"
-
-#include "v_video.h"
-#include "i_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, 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, 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 )
-{
-    ch = toupper(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;
-}
-
--- a/src/strife/hu_lib.h
+++ /dev/null
@@ -1,190 +1,0 @@
-// Emacs style mode select   -*- C++ -*- 
-//-----------------------------------------------------------------------------
-//
-// Copyright(C) 1993-1996 Id Software, Inc.
-// Copyright(C) 2005 Simon Howard
-//
-// This program is free software; you can redistribute it and/or
-// modify it under the terms of the GNU General Public License
-// as published by the Free Software Foundation; either version 2
-// of the License, or (at your option) any later version.
-//
-// This program is distributed in the hope that it will be useful,
-// but WITHOUT ANY WARRANTY; without even the implied warranty of
-// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-// GNU General Public License for more details.
-//
-// You should have received a copy of the GNU General Public License
-// along with this program; if not, write to the Free Software
-// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
-// 02111-1307, USA.
-//
-// DESCRIPTION:  none
-//
-//-----------------------------------------------------------------------------
-
-#ifndef __HULIB__
-#define __HULIB__
-
-// We are referring to patches.
-#include "r_defs.h"
-
-// 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
--- a/src/strife/hu_stuff.c
+++ /dev/null
@@ -1,654 +1,0 @@
-// Emacs style mode select   -*- C++ -*- 
-//-----------------------------------------------------------------------------
-//
-// Copyright(C) 1993-1996 Id Software, Inc.
-// Copyright(C) 2005 Simon Howard
-//
-// This program is free software; you can redistribute it and/or
-// modify it under the terms of the GNU General Public License
-// as published by the Free Software Foundation; either version 2
-// of the License, or (at your option) any later version.
-//
-// This program is distributed in the hope that it will be useful,
-// but WITHOUT ANY WARRANTY; without even the implied warranty of
-// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-// GNU General Public License for more details.
-//
-// You should have received a copy of the GNU General Public License
-// along with this program; if not, write to the Free Software
-// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
-// 02111-1307, USA.
-//
-// DESCRIPTION:  Heads-up displays
-//
-//-----------------------------------------------------------------------------
-
-
-#include <ctype.h>
-
-#include "doomdef.h"
-#include "doomkeys.h"
-
-#include "z_zone.h"
-
-#include "deh_main.h"
-#include "i_swap.h"
-#include "i_video.h"
-
-#include "hu_stuff.h"
-#include "hu_lib.h"
-#include "m_controls.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_TITLE_CHEX   (mapnames[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[10] =
-{
-    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
-};
-
-void HU_Init(void)
-{
-
-    int		i;
-    int		j;
-    char	buffer[9];
-
-    // load the heads-up font
-    j = HU_FONTSTART;
-    for (i=0;i<HU_FONTSIZE;i++)
-    {
-	sprintf(buffer, DEH_String("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 ( gamemission )
-    {
-      case doom:
-	s = HU_TITLE;
-	break;
-      case doom2:
-	 s = HU_TITLE2;
-	 break;
-      case pack_plut:
-	s = HU_TITLEP;
-	break;
-      case pack_tnt:
-	s = HU_TITLET;
-	break;
-      default:
-         s = "Unknown level";
-         break;
-    }
-
-    // Chex.exe always uses the episode 1 level title
-    // eg. E2M1 gives the title for E1M1
-
-    if (gameversion == exe_chex)
-    {
-        s = HU_TITLE_CHEX;
-    }
-
-    // dehacked substitution to get modified level name
-
-    s = DEH_String(s);
-    
-    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
-		{
-		    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,
-						    DEH_String(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 = DEH_String(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 == key_message_refresh)
-	{
-	    message_on = true;
-	    message_counter = HU_MSGTIMEOUT;
-	    eatkey = true;
-	}
-	else if (netgame && ev->data2 == 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->data2 == 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 = DEH_String(HUSTR_TALKTOSELF1);
-			else if (num_nobrainers < 6)
-			    plr->message = DEH_String(HUSTR_TALKTOSELF2);
-			else if (num_nobrainers < 9)
-			    plr->message = DEH_String(HUSTR_TALKTOSELF3);
-			else if (num_nobrainers < 32)
-			    plr->message = DEH_String(HUSTR_TALKTOSELF4);
-			else
-			    plr->message = DEH_String(HUSTR_TALKTOSELF5);
-		    }
-		}
-	    }
-	}
-    }
-    else
-    {
-	c = ev->data2;
-	// 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
-	{
-	    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;
-
-}
--- a/src/strife/hu_stuff.h
+++ /dev/null
@@ -1,67 +1,0 @@
-// Emacs style mode select   -*- C++ -*- 
-//-----------------------------------------------------------------------------
-//
-// Copyright(C) 1993-1996 Id Software, Inc.
-// Copyright(C) 2005 Simon Howard
-//
-// This program is free software; you can redistribute it and/or
-// modify it under the terms of the GNU General Public License
-// as published by the Free Software Foundation; either version 2
-// of the License, or (at your option) any later version.
-//
-// This program is distributed in the hope that it will be useful,
-// but WITHOUT ANY WARRANTY; without even the implied warranty of
-// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-// GNU General Public License for more details.
-//
-// You should have received a copy of the GNU General Public License
-// along with this program; if not, write to the Free Software
-// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
-// 02111-1307, USA.
-//
-// 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_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);
-
-extern char *chat_macros[10];
-
-#endif
-
--- a/src/strife/info.c
+++ /dev/null
@@ -1,4670 +1,0 @@
-// Emacs style mode select   -*- C++ -*- 
-//-----------------------------------------------------------------------------
-//
-// Copyright(C) 1993-1996 Id Software, Inc.
-// Copyright(C) 2005 Simon Howard
-//
-// This program is free software; you can redistribute it and/or
-// modify it under the terms of the GNU General Public License
-// as published by the Free Software Foundation; either version 2
-// of the License, or (at your option) any later version.
-//
-// This program is distributed in the hope that it will be useful,
-// but WITHOUT ANY WARRANTY; without even the implied warranty of
-// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-// GNU General Public License for more details.
-//
-// You should have received a copy of the GNU General Public License
-// along with this program; if not, write to the Free Software
-// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
-// 02111-1307, USA.
-//
-// DESCRIPTION:
-//	Thing frame/state LUT,
-//	generated by multigen utilitiy.
-//	This one is the original DOOM version, preserved.
-//
-//-----------------------------------------------------------------------------
-
-#include <stdio.h>
-#include <stdlib.h>
-
-// Data.
-#include "sounds.h"
-#include "m_fixed.h"
-
-#include "info.h"
-
-#include "p_mobj.h"
-
-char *sprnames[] = {
-    "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", NULL
-};
-
-
-// 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
-    }
-};
-
--- a/src/strife/info.h
+++ /dev/null
@@ -1,1339 +1,0 @@
-// Emacs style mode select   -*- C++ -*- 
-//-----------------------------------------------------------------------------
-//
-// Copyright(C) 1993-1996 Id Software, Inc.
-// Copyright(C) 2005 Simon Howard
-//
-// This program is free software; you can redistribute it and/or
-// modify it under the terms of the GNU General Public License
-// as published by the Free Software Foundation; either version 2
-// of the License, or (at your option) any later version.
-//
-// This program is distributed in the hope that it will be useful,
-// but WITHOUT ANY WARRANTY; without even the implied warranty of
-// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-// GNU General Public License for more details.
-//
-// You should have received a copy of the GNU General Public License
-// along with this program; if not, write to the Free Software
-// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
-// 02111-1307, USA.
-//
-// 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;
-    int frame;
-    int tics;
-    // void (*action) ();
-    actionf_t action;
-    statenum_t nextstate;
-    int misc1;
-    int misc2;
-} state_t;
-
-extern state_t	states[NUMSTATES];
-extern char *sprnames[];
-
-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
--- a/src/strife/m_menu.c
+++ /dev/null
@@ -1,2039 +1,0 @@
-// Emacs style mode select   -*- C++ -*- 
-//-----------------------------------------------------------------------------
-//
-// Copyright(C) 1993-1996 Id Software, Inc.
-// Copyright(C) 2005 Simon Howard
-//
-// This program is free software; you can redistribute it and/or
-// modify it under the terms of the GNU General Public License
-// as published by the Free Software Foundation; either version 2
-// of the License, or (at your option) any later version.
-//
-// This program is distributed in the hope that it will be useful,
-// but WITHOUT ANY WARRANTY; without even the implied warranty of
-// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-// GNU General Public License for more details.
-//
-// You should have received a copy of the GNU General Public License
-// along with this program; if not, write to the Free Software
-// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
-// 02111-1307, USA.
-//
-// DESCRIPTION:
-//	DOOM selection menu, options, episode etc.
-//	Sliders and icons. Kinda widget stuff.
-//
-//-----------------------------------------------------------------------------
-
-
-#include <stdlib.h>
-#include <ctype.h>
-
-
-#include "doomdef.h"
-#include "doomkeys.h"
-#include "dstrings.h"
-
-#include "d_main.h"
-#include "deh_main.h"
-
-#include "i_swap.h"
-#include "i_system.h"
-#include "i_timer.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_controls.h"
-#include "p_saveg.h"
-
-#include "s_sound.h"
-
-#include "doomstat.h"
-
-// Data.
-#include "sounds.h"
-
-#include "m_menu.h"
-
-
-extern void M_QuitDOOM(int);
-
-extern patch_t*		hu_font[HU_FONTSIZE];
-extern boolean		message_dontfuckwithme;
-
-extern boolean		chat_on;		// in heads-up code
-
-//
-// defaulted values
-//
-int			mouseSensitivity = 5;
-
-// Show messages has default, 0 = off, 1 = on
-int			showMessages = 1;
-	
-
-// Blocky mode, has default, 0 = high, 1 = normal
-int			detailLevel = 0;
-int			screenblocks = 9;
-
-// 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);
-
-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] = {"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,'\0'},
-    {2,"M_MSENS",	M_ChangeSensitivity,'m'},
-    {-1,"",0,'\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,'\0'},
-    {2,"M_MUSVOL",M_MusicVol,'m'},
-    {-1,"",0,'\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)
-{
-    FILE   *handle;
-    int     count;
-    int     i;
-    char    name[256];
-	
-    for (i = 0;i < load_end;i++)
-    {
-        strcpy(name, P_SaveGameFile(i));
-
-	handle = fopen(name, "rb");
-	if (handle == NULL)
-	{
-	    strcpy(&savegamestrings[i][0], EMPTYSTRING);
-	    LoadMenu[i].status = 0;
-	    continue;
-	}
-	count = fread(&savegamestrings[i], 1, SAVESTRINGSIZE, handle);
-	fclose(handle);
-	LoadMenu[i].status = 1;
-    }
-}
-
-
-//
-// M_LoadGame & Cie.
-//
-void M_DrawLoad(void)
-{
-    int             i;
-	
-    V_DrawPatchDirect(72, 28, 
-                      W_CacheLumpName(DEH_String("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,
-                      W_CacheLumpName(DEH_String("M_LSLEFT"), PU_CACHE));
-	
-    for (i = 0;i < 24;i++)
-    {
-	V_DrawPatchDirect(x, y + 7,
-                          W_CacheLumpName(DEH_String("M_LSCNTR"), PU_CACHE));
-	x += 8;
-    }
-
-    V_DrawPatchDirect(x, y + 7, 
-                      W_CacheLumpName(DEH_String("M_LSRGHT"), PU_CACHE));
-}
-
-
-
-//
-// User wants to load this game
-//
-void M_LoadSelect(int choice)
-{
-    char    name[256];
-	
-    strcpy(name, P_SaveGameFile(choice));
-
-    G_LoadGame (name);
-    M_ClearMenus ();
-}
-
-//
-// Selected from DOOM menu
-//
-void M_LoadGame (int choice)
-{
-    if (netgame)
-    {
-	M_StartMessage(DEH_String(LOADNET),NULL,false);
-	return;
-    }
-	
-    M_SetupNextMenu(&LoadDef);
-    M_ReadSaveStrings();
-}
-
-
-//
-//  M_SaveGame & Cie.
-//
-void M_DrawSave(void)
-{
-    int             i;
-	
-    V_DrawPatchDirect(72, 28, W_CacheLumpName(DEH_String("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(DEH_String(SAVEDEAD),NULL,false);
-	return;
-    }
-	
-    if (gamestate != GS_LEVEL)
-	return;
-	
-    M_SetupNextMenu(&SaveDef);
-    M_ReadSaveStrings();
-}
-
-
-
-//
-//      M_QuickSave
-//
-char    tempstring[80];
-
-void M_QuickSaveResponse(int key)
-{
-    if (key == key_menu_confirm)
-    {
-	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,DEH_String(QSPROMPT),savegamestrings[quickSaveSlot]);
-    M_StartMessage(tempstring,M_QuickSaveResponse,true);
-}
-
-
-
-//
-// M_QuickLoad
-//
-void M_QuickLoadResponse(int key)
-{
-    if (key == key_menu_confirm)
-    {
-	M_LoadSelect(quickSaveSlot);
-	S_StartSound(NULL,sfx_swtchx);
-    }
-}
-
-
-void M_QuickLoad(void)
-{
-    if (netgame)
-    {
-	M_StartMessage(DEH_String(QLOADNET),NULL,false);
-	return;
-    }
-	
-    if (quickSaveSlot < 0)
-    {
-	M_StartMessage(DEH_String(QSAVESPOT),NULL,false);
-	return;
-    }
-    sprintf(tempstring,DEH_String(QLPROMPT),savegamestrings[quickSaveSlot]);
-    M_StartMessage(tempstring,M_QuickLoadResponse,true);
-}
-
-
-
-
-//
-// Read This Menus
-// Had a "quick hack to fix romero bug"
-//
-void M_DrawReadThis1(void)
-{
-    char *lumpname = "CREDIT";
-    int skullx = 330, skully = 175;
-
-    inhelpscreens = true;
-    
-    // Different versions of Doom 1.9 work differently
-
-    switch (gameversion)
-    {
-        case exe_doom_1_9:
-            if (gamemode == commercial)
-            {
-                // Doom 2
-
-                lumpname = "HELP";
-
-                skullx = 330;
-                skully = 165;
-            }
-            else
-            {
-                // Doom 1
-                // HELP2 is the first screen shown in Doom 1
-                
-                lumpname = "HELP2";
-
-                skullx = 280;
-                skully = 185;
-            }
-            break;
-
-        case exe_ultimate:
-        case exe_chex:
-
-            // Ultimate Doom always displays "HELP1".
-
-            // Chex Quest version also uses "HELP1", even though it is based
-            // on Final Doom.
-
-            lumpname = "HELP1";
-
-            break;
-
-        case exe_final:
-
-            // Final Doom always displays "HELP".
-
-            lumpname = "HELP";
-
-            break;
-
-        default:
-            I_Error("Unhandled game version");
-            break;
-    }
-
-    lumpname = DEH_String(lumpname);
-    
-    V_DrawPatchDirect (0, 0, W_CacheLumpName(lumpname, PU_CACHE));
-
-    ReadDef1.x = skullx;
-    ReadDef1.y = skully;
-}
-
-
-
-//
-// Read This Menus - optional second page.
-//
-void M_DrawReadThis2(void)
-{
-    inhelpscreens = true;
-
-    // We only ever draw the second page if this is 
-    // gameversion == exe_doom_1_9 and gamemode == registered
-
-    V_DrawPatchDirect(0, 0, W_CacheLumpName(DEH_String("HELP1"), PU_CACHE));
-}
-
-
-//
-// Change Sfx & Music volumes
-//
-void M_DrawSound(void)
-{
-    V_DrawPatchDirect (60, 38, W_CacheLumpName(DEH_String("M_SVOL"), PU_CACHE));
-
-    M_DrawThermo(SoundDef.x,SoundDef.y+LINEHEIGHT*(sfx_vol+1),
-		 16,sfxVolume);
-
-    M_DrawThermo(SoundDef.x,SoundDef.y+LINEHEIGHT*(music_vol+1),
-		 16,musicVolume);
-}
-
-void M_Sound(int choice)
-{
-    M_SetupNextMenu(&SoundDef);
-}
-
-void M_SfxVol(int choice)
-{
-    switch(choice)
-    {
-      case 0:
-	if (sfxVolume)
-	    sfxVolume--;
-	break;
-      case 1:
-	if (sfxVolume < 15)
-	    sfxVolume++;
-	break;
-    }
-	
-    S_SetSfxVolume(sfxVolume * 8);
-}
-
-void M_MusicVol(int choice)
-{
-    switch(choice)
-    {
-      case 0:
-	if (musicVolume)
-	    musicVolume--;
-	break;
-      case 1:
-	if (musicVolume < 15)
-	    musicVolume++;
-	break;
-    }
-	
-    S_SetMusicVolume(musicVolume * 8);
-}
-
-
-
-
-//
-// M_DrawMainMenu
-//
-void M_DrawMainMenu(void)
-{
-    V_DrawPatchDirect(94, 2,
-                      W_CacheLumpName(DEH_String("M_DOOM"), PU_CACHE));
-}
-
-
-
-
-//
-// M_NewGame
-//
-void M_DrawNewGame(void)
-{
-    V_DrawPatchDirect(96, 14, W_CacheLumpName(DEH_String("M_NEWG"), PU_CACHE));
-    V_DrawPatchDirect(54, 38, W_CacheLumpName(DEH_String("M_SKILL"), PU_CACHE));
-}
-
-void M_NewGame(int choice)
-{
-    if (netgame && !demoplayback)
-    {
-	M_StartMessage(DEH_String(NEWGAME),NULL,false);
-	return;
-    }
-	
-    // Chex Quest disabled the episode select screen, as did Doom II.
-
-    if (gamemode == commercial || gameversion == exe_chex)
-	M_SetupNextMenu(&NewDef);
-    else
-	M_SetupNextMenu(&EpiDef);
-}
-
-
-//
-//      M_Episode
-//
-int     epi;
-
-void M_DrawEpisode(void)
-{
-    V_DrawPatchDirect(54, 38, W_CacheLumpName(DEH_String("M_EPISOD"), PU_CACHE));
-}
-
-void M_VerifyNightmare(int key)
-{
-    if (key != key_menu_confirm)
-	return;
-		
-    G_DeferedInitNew(nightmare,epi+1,1);
-    M_ClearMenus ();
-}
-
-void M_ChooseSkill(int choice)
-{
-    if (choice == nightmare)
-    {
-	M_StartMessage(DEH_String(NIGHTMARE),M_VerifyNightmare,true);
-	return;
-    }
-	
-    G_DeferedInitNew(choice,epi+1,1);
-    M_ClearMenus ();
-}
-
-void M_Episode(int choice)
-{
-    if ( (gamemode == shareware)
-	 && choice)
-    {
-	M_StartMessage(DEH_String(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, W_CacheLumpName(DEH_String("M_OPTTTL"),
-                                               PU_CACHE));
-	
-    V_DrawPatchDirect(OptionsDef.x + 175, OptionsDef.y + LINEHEIGHT * detail,
-		      W_CacheLumpName(DEH_String(detailNames[detailLevel]),
-			              PU_CACHE));
-
-    V_DrawPatchDirect(OptionsDef.x + 120, OptionsDef.y + LINEHEIGHT * messages,
-                      W_CacheLumpName(DEH_String(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 = DEH_String(MSGOFF);
-    else
-	players[consoleplayer].message = DEH_String(MSGON);
-
-    message_dontfuckwithme = true;
-}
-
-
-//
-// M_EndGame
-//
-void M_EndGameResponse(int key)
-{
-    if (key != key_menu_confirm)
-	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(DEH_String(NETEND),NULL,false);
-	return;
-    }
-	
-    M_StartMessage(DEH_String(ENDGAME),M_EndGameResponse,true);
-}
-
-
-
-
-//
-// M_ReadThis
-//
-void M_ReadThis(int choice)
-{
-    choice = 0;
-    M_SetupNextMenu(&ReadDef1);
-}
-
-void M_ReadThis2(int choice)
-{
-    // Doom 1.9 had two menus when playing Doom 1
-    // All others had only one
-
-    if (gameversion == exe_doom_1_9 && gamemode != commercial)
-    {
-        choice = 0;
-        M_SetupNextMenu(&ReadDef2);
-    }
-    else
-    {
-        // Close the menu
-
-        M_FinishReadThis(0);
-    }
-}
-
-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 key)
-{
-    if (key != key_menu_confirm)
-	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 ();
-}
-
-
-static char *M_SelectEndMessage(void)
-{
-    char **endmsg;
-
-    if (gamemission == doom)
-    {
-        // Doom 1
-
-        endmsg = doom1_endmsg;
-    }
-    else
-    {
-        // Doom 2
-        
-        endmsg = doom2_endmsg;
-    }
-
-    return endmsg[gametic % NUM_QUITMESSAGES];
-}
-
-
-void M_QuitDOOM(int choice)
-{
-    sprintf(endstring,
-            DEH_String("%s\n\n" DOSY),
-            DEH_String(M_SelectEndMessage()));
-  
-    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;
-
-    R_SetViewSize (screenblocks, detailLevel);
-
-    if (!detailLevel)
-	players[consoleplayer].message = DEH_String(DETAILHI);
-    else
-	players[consoleplayer].message = DEH_String(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, W_CacheLumpName(DEH_String("M_THERML"), PU_CACHE));
-    xx += 8;
-    for (i=0;i<thermWidth;i++)
-    {
-	V_DrawPatchDirect(xx, y, W_CacheLumpName(DEH_String("M_THERMM"), PU_CACHE));
-	xx += 8;
-    }
-    V_DrawPatchDirect(xx, y, W_CacheLumpName(DEH_String("M_THERMR"), PU_CACHE));
-
-    V_DrawPatchDirect((x + 8) + thermDot * 8, y,
-		      W_CacheLumpName(DEH_String("M_THERMO"), PU_CACHE));
-}
-
-
-
-void
-M_DrawEmptyCell
-( menu_t*	menu,
-  int		item )
-{
-    V_DrawPatchDirect(menu->x - 10, menu->y + item * LINEHEIGHT - 1, 
-                      W_CacheLumpName(DEH_String("M_CELL1"), PU_CACHE));
-}
-
-void
-M_DrawSelCell
-( menu_t*	menu,
-  int		item )
-{
-    V_DrawPatchDirect(menu->x - 10, menu->y + item * LINEHEIGHT - 1,
-                      W_CacheLumpName(DEH_String("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)
-{
-    size_t             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)
-{
-    size_t             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, hu_font[c]);
-	cx+=w;
-    }
-}
-
-
-
-//
-// CONTROL PANEL
-//
-
-//
-// M_Responder
-//
-boolean M_Responder (event_t* ev)
-{
-    int             ch;
-    int             key;
-    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;
-
-    // "close" button pressed on window?
-    if (ev->type == ev_quit)
-    {
-        S_StartSound(NULL,sfx_swtchn);
-        M_QuitDOOM(0);
-        return true;
-    }
-
-    // key is the key pressed, ch is the actual character typed
-  
-    ch = 0;
-    key = -1;
-	
-    if (ev->type == ev_joystick && joywait < I_GetTime())
-    {
-	if (ev->data3 == -1)
-	{
-	    key = key_menu_up;
-	    joywait = I_GetTime() + 5;
-	}
-	else if (ev->data3 == 1)
-	{
-	    key = key_menu_down;
-	    joywait = I_GetTime() + 5;
-	}
-		
-	if (ev->data2 == -1)
-	{
-	    key = key_menu_left;
-	    joywait = I_GetTime() + 2;
-	}
-	else if (ev->data2 == 1)
-	{
-	    key = key_menu_right;
-	    joywait = I_GetTime() + 2;
-	}
-		
-	if (ev->data1&1)
-	{
-	    key = key_menu_forward;
-	    joywait = I_GetTime() + 5;
-	}
-	if (ev->data1&2)
-	{
-	    key = key_menu_back;
-	    joywait = I_GetTime() + 5;
-	}
-    }
-    else
-    {
-	if (ev->type == ev_mouse && mousewait < I_GetTime())
-	{
-	    mousey += ev->data3;
-	    if (mousey < lasty-30)
-	    {
-		key = key_menu_down;
-		mousewait = I_GetTime() + 5;
-		mousey = lasty -= 30;
-	    }
-	    else if (mousey > lasty+30)
-	    {
-		key = key_menu_up;
-		mousewait = I_GetTime() + 5;
-		mousey = lasty += 30;
-	    }
-		
-	    mousex += ev->data2;
-	    if (mousex < lastx-30)
-	    {
-		key = key_menu_left;
-		mousewait = I_GetTime() + 5;
-		mousex = lastx -= 30;
-	    }
-	    else if (mousex > lastx+30)
-	    {
-		key = key_menu_right;
-		mousewait = I_GetTime() + 5;
-		mousex = lastx += 30;
-	    }
-		
-	    if (ev->data1&1)
-	    {
-		key = key_menu_forward;
-		mousewait = I_GetTime() + 15;
-	    }
-			
-	    if (ev->data1&2)
-	    {
-		key = key_menu_back;
-		mousewait = I_GetTime() + 15;
-	    }
-	}
-	else
-	{
-	    if (ev->type == ev_keydown)
-	    {
-		key = ev->data1;
-		ch = ev->data2;
-	    }
-	}
-    }
-    
-    if (key == -1)
-	return false;
-
-    // In testcontrols mode, none of the function keys should do anything
-    // - the only key is escape to quit.
-
-    if (testcontrols)
-    {
-        if (key == key_menu_activate || key == key_menu_quit)
-        {
-            I_Quit();
-            return true;
-        }
-
-        return false;
-    }
-    
-    // Save Game string input
-    if (saveStringEnter)
-    {
-	switch(key)
-	{
-	  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:
-	    // Entering a character - use the 'ch' value, not the key
-
-            ch = toupper(ch);
-
-            if (ch != ' '
-             && (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)
-        {
-            if (key != ' ' && key != KEY_ESCAPE
-             && key != key_menu_confirm && key != key_menu_abort)
-            {
-                return false;
-            }
-	}
-
-	menuactive = messageLastMenuActive;
-	messageToPrint = 0;
-	if (messageRoutine)
-	    messageRoutine(key);
-
-	menuactive = false;
-	S_StartSound(NULL,sfx_swtchx);
-	return true;
-    }
-
-    if (devparm && key == key_menu_help)
-    {
-	G_ScreenShot ();
-	return true;
-    }
-
-    // F-Keys
-    if (!menuactive)
-    {
-	if (key == key_menu_decscreen)      // Screen size down
-        {
-	    if (automapactive || chat_on)
-		return false;
-	    M_SizeDisplay(0);
-	    S_StartSound(NULL,sfx_stnmov);
-	    return true;
-	}
-        else if (key == key_menu_incscreen) // Screen size up
-        {
-	    if (automapactive || chat_on)
-		return false;
-	    M_SizeDisplay(1);
-	    S_StartSound(NULL,sfx_stnmov);
-	    return true;
-	}
-        else if (key == key_menu_help)     // Help key
-        {
-	    M_StartControlPanel ();
-
-	    if ( gamemode == retail )
-	      currentMenu = &ReadDef2;
-	    else
-	      currentMenu = &ReadDef1;
-
-	    itemOn = 0;
-	    S_StartSound(NULL,sfx_swtchn);
-	    return true;
-	}
-        else if (key == key_menu_save)     // Save
-        {
-	    M_StartControlPanel();
-	    S_StartSound(NULL,sfx_swtchn);
-	    M_SaveGame(0);
-	    return true;
-        }
-        else if (key == key_menu_load)     // Load
-        {
-	    M_StartControlPanel();
-	    S_StartSound(NULL,sfx_swtchn);
-	    M_LoadGame(0);
-	    return true;
-        }
-        else if (key == key_menu_volume)   // Sound Volume
-        {
-	    M_StartControlPanel ();
-	    currentMenu = &SoundDef;
-	    itemOn = sfx_vol;
-	    S_StartSound(NULL,sfx_swtchn);
-	    return true;
-	}
-        else if (key == key_menu_detail)   // Detail toggle
-        {
-	    M_ChangeDetail(0);
-	    S_StartSound(NULL,sfx_swtchn);
-	    return true;
-        }
-        else if (key == key_menu_qsave)    // Quicksave
-        {
-	    S_StartSound(NULL,sfx_swtchn);
-	    M_QuickSave();
-	    return true;
-        }
-        else if (key == key_menu_endgame)  // End game
-        {
-	    S_StartSound(NULL,sfx_swtchn);
-	    M_EndGame(0);
-	    return true;
-        }
-        else if (key == key_menu_messages) // Toggle messages
-        {
-	    M_ChangeMessages(0);
-	    S_StartSound(NULL,sfx_swtchn);
-	    return true;
-        }
-        else if (key == key_menu_qload)    // Quickload
-        {
-	    S_StartSound(NULL,sfx_swtchn);
-	    M_QuickLoad();
-	    return true;
-        }
-        else if (key == key_menu_quit)     // Quit DOOM
-        {
-	    S_StartSound(NULL,sfx_swtchn);
-	    M_QuitDOOM(0);
-	    return true;
-        }
-        else if (key == key_menu_gamma)    // gamma toggle
-        {
-	    usegamma++;
-	    if (usegamma > 4)
-		usegamma = 0;
-	    players[consoleplayer].message = DEH_String(gammamsg[usegamma]);
-            I_SetPalette (W_CacheLumpName (DEH_String("PLAYPAL"),PU_CACHE));
-	    return true;
-	}
-    }
-
-    // Pop-up menu?
-    if (!menuactive)
-    {
-	if (key == key_menu_activate)
-	{
-	    M_StartControlPanel ();
-	    S_StartSound(NULL,sfx_swtchn);
-	    return true;
-	}
-	return false;
-    }
-
-    
-    // Keys usable within menu
-
-    if (key == key_menu_down)
-    {
-        // Move down to next item
-
-        do
-	{
-	    if (itemOn+1 > currentMenu->numitems-1)
-		itemOn = 0;
-	    else itemOn++;
-	    S_StartSound(NULL,sfx_pstop);
-	} while(currentMenu->menuitems[itemOn].status==-1);
-
-	return true;
-    }
-    else if (key == key_menu_up)
-    {
-        // Move back up to previous item
-
-	do
-	{
-	    if (!itemOn)
-		itemOn = currentMenu->numitems-1;
-	    else itemOn--;
-	    S_StartSound(NULL,sfx_pstop);
-	} while(currentMenu->menuitems[itemOn].status==-1);
-
-	return true;
-    }
-    else if (key == key_menu_left)
-    {
-        // Slide slider left
-
-	if (currentMenu->menuitems[itemOn].routine &&
-	    currentMenu->menuitems[itemOn].status == 2)
-	{
-	    S_StartSound(NULL,sfx_stnmov);
-	    currentMenu->menuitems[itemOn].routine(0);
-	}
-	return true;
-    }
-    else if (key == key_menu_right)
-    {
-        // Slide slider right
-
-	if (currentMenu->menuitems[itemOn].routine &&
-	    currentMenu->menuitems[itemOn].status == 2)
-	{
-	    S_StartSound(NULL,sfx_stnmov);
-	    currentMenu->menuitems[itemOn].routine(1);
-	}
-	return true;
-    }
-    else if (key == key_menu_forward)
-    {
-        // Activate menu item
-
-	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;
-    }
-    else if (key == key_menu_activate)
-    {
-        // Deactivate menu
-
-	currentMenu->lastOn = itemOn;
-	M_ClearMenus ();
-	S_StartSound(NULL,sfx_swtchx);
-	return true;
-    }
-    else if (key == key_menu_back)
-    {
-        // Go back to previous menu
-
-	currentMenu->lastOn = itemOn;
-	if (currentMenu->prevMenu)
-	{
-	    currentMenu = currentMenu->prevMenu;
-	    itemOn = currentMenu->lastOn;
-	    S_StartSound(NULL,sfx_swtchn);
-	}
-	return true;
-    }
-    else if (ch != 0)
-    {
-        // Keyboard shortcut?
-
-	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;
-	    }
-        }
-    }
-
-    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;
-    unsigned int	i;
-    unsigned int	max;
-    char		string[80];
-    char               *name;
-    int			start;
-
-    inhelpscreens = false;
-    
-    // Horiz. & Vertically center string and print it.
-    if (messageToPrint)
-    {
-	start = 0;
-	y = 100 - M_StringHeight(messageString) / 2;
-	while (messageString[start] != '\0')
-	{
-	    int foundnewline = 0;
-
-	    for (i = 0; i < strlen(messageString + start); i++)
-		if (messageString[start + i] == '\n')
-		{
-		    memset(string, 0, sizeof(string));
-		    strncpy(string, messageString + start, i);
-		    foundnewline = 1;
-		    start += i + 1;
-		    break;
-		}
-				
-	    if (!foundnewline)
-	    {
-		strcpy(string, messageString + start);
-		start += strlen(string);
-	    }
-
-	    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++)
-    {
-        name = DEH_String(currentMenu->menuitems[i].name);
-
-	if (name[0])
-	{
-	    V_DrawPatchDirect (x, y, W_CacheLumpName(name, PU_CACHE));
-	}
-	y += LINEHEIGHT;
-    }
-
-    
-    // DRAW SKULL
-    V_DrawPatchDirect(x + SKULLXOFF, currentMenu->y - 5 + itemOn*LINEHEIGHT,
-		      W_CacheLumpName(DEH_String(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:
-        // Commercial has no "read this" entry.
-	MainMenu[readthis] = MainMenu[quitdoom];
-	MainDef.numitems--;
-	MainDef.y += 8;
-	NewDef.prevMenu = &MainDef;
-	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;
-    }
-    
-}
-
--- a/src/strife/m_menu.h
+++ /dev/null
@@ -1,69 +1,0 @@
-// Emacs style mode select   -*- C++ -*- 
-//-----------------------------------------------------------------------------
-//
-// Copyright(C) 1993-1996 Id Software, Inc.
-// Copyright(C) 2005 Simon Howard
-//
-// This program is free software; you can redistribute it and/or
-// modify it under the terms of the GNU General Public License
-// as published by the Free Software Foundation; either version 2
-// of the License, or (at your option) any later version.
-//
-// This program is distributed in the hope that it will be useful,
-// but WITHOUT ANY WARRANTY; without even the implied warranty of
-// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-// GNU General Public License for more details.
-//
-// You should have received a copy of the GNU General Public License
-// along with this program; if not, write to the Free Software
-// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
-// 02111-1307, USA.
-//
-// 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);
-
-
-
-extern int detailLevel;
-extern int screenblocks;
-
-
-
-#endif    
--- a/src/strife/m_random.c
+++ /dev/null
@@ -1,86 +1,0 @@
-// Emacs style mode select   -*- C++ -*- 
-//-----------------------------------------------------------------------------
-//
-// Copyright(C) 1993-1996 Id Software, Inc.
-// Copyright(C) 2005 Simon Howard
-//
-// This program is free software; you can redistribute it and/or
-// modify it under the terms of the GNU General Public License
-// as published by the Free Software Foundation; either version 2
-// of the License, or (at your option) any later version.
-//
-// This program is distributed in the hope that it will be useful,
-// but WITHOUT ANY WARRANTY; without even the implied warranty of
-// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-// GNU General Public License for more details.
-//
-// You should have received a copy of the GNU General Public License
-// along with this program; if not, write to the Free Software
-// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
-// 02111-1307, USA.
-//
-// DESCRIPTION:
-//	Random number LUT.
-//
-//-----------------------------------------------------------------------------
-
-
-#include <time.h>
-
-#include "m_random.h"
-
-//
-// M_Random
-// Returns a 0-255 number
-//
-
-static const 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)
-{
-    prndindex = 0;
-
-    // Seed the M_Random counter from the system time
-
-    rndindex = time(NULL) & 0xff;
-}
-
-
-
-
--- a/src/strife/m_random.h
+++ /dev/null
@@ -1,47 +1,0 @@
-// Emacs style mode select   -*- C++ -*- 
-//-----------------------------------------------------------------------------
-//
-// Copyright(C) 1993-1996 Id Software, Inc.
-// Copyright(C) 2005 Simon Howard
-//
-// This program is free software; you can redistribute it and/or
-// modify it under the terms of the GNU General Public License
-// as published by the Free Software Foundation; either version 2
-// of the License, or (at your option) any later version.
-//
-// This program is distributed in the hope that it will be useful,
-// but WITHOUT ANY WARRANTY; without even the implied warranty of
-// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-// GNU General Public License for more details.
-//
-// You should have received a copy of the GNU General Public License
-// along with this program; if not, write to the Free Software
-// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
-// 02111-1307, USA.
-//
-// 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
--- a/src/strife/p_ceilng.c
+++ /dev/null
@@ -1,332 +1,0 @@
-// Emacs style mode select   -*- C++ -*- 
-//-----------------------------------------------------------------------------
-//
-// Copyright(C) 1993-1996 Id Software, Inc.
-// Copyright(C) 2005 Simon Howard
-//
-// This program is free software; you can redistribute it and/or
-// modify it under the terms of the GNU General Public License
-// as published by the Free Software Foundation; either version 2
-// of the License, or (at your option) any later version.
-//
-// This program is distributed in the hope that it will be useful,
-// but WITHOUT ANY WARRANTY; without even the implied warranty of
-// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-// GNU General Public License for more details.
-//
-// You should have received a copy of the GNU General Public License
-// along with this program; if not, write to the Free Software
-// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
-// 02111-1307, USA.
-//
-// DESCRIPTION:  Ceiling aninmation (lowering, crushing, raising)
-//
-//-----------------------------------------------------------------------------
-
-
-
-#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(&ceiling->sector->soundorg, sfx_stnmov);
-		// ?
-		break;
-	    }
-	}
-	
-	if (res == pastdest)
-	{
-	    switch(ceiling->type)
-	    {
-	      case raiseToHighest:
-		P_RemoveActiveCeiling(ceiling);
-		break;
-		
-	      case silentCrushAndRaise:
-		S_StartSound(&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(&ceiling->sector->soundorg, sfx_stnmov);
-	    }
-	}
-	
-	if (res == pastdest)
-	{
-	    switch(ceiling->type)
-	    {
-	      case silentCrushAndRaise:
-		S_StartSound(&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;
-}
--- a/src/strife/p_doors.c
+++ /dev/null
@@ -1,788 +1,0 @@
-// Emacs style mode select   -*- C++ -*- 
-//-----------------------------------------------------------------------------
-//
-// Copyright(C) 1993-1996 Id Software, Inc.
-// Copyright(C) 2005 Simon Howard
-//
-// This program is free software; you can redistribute it and/or
-// modify it under the terms of the GNU General Public License
-// as published by the Free Software Foundation; either version 2
-// of the License, or (at your option) any later version.
-//
-// This program is distributed in the hope that it will be useful,
-// but WITHOUT ANY WARRANTY; without even the implied warranty of
-// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-// GNU General Public License for more details.
-//
-// You should have received a copy of the GNU General Public License
-// along with this program; if not, write to the Free Software
-// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
-// 02111-1307, USA.
-//
-// DESCRIPTION: Door animation code (opening/closing)
-//
-//-----------------------------------------------------------------------------
-
-
-
-#include "z_zone.h"
-#include "doomdef.h"
-#include "deh_main.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(&door->sector->soundorg, sfx_bdcls);
-		break;
-		
-	      case normal:
-		door->direction = -1; // time to go back down
-		S_StartSound(&door->sector->soundorg, sfx_dorcls);
-		break;
-		
-	      case close30ThenOpen:
-		door->direction = 1;
-		S_StartSound(&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(&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(&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 = TICRATE*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(&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 = DEH_String(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 = DEH_String(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 = DEH_String(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(&door->sector->soundorg, sfx_bdcls);
-	    break;
-	    
-	  case close:
-	    door->topheight = P_FindLowestCeilingSurrounding(sec);
-	    door->topheight -= 4*FRACUNIT;
-	    door->direction = -1;
-	    S_StartSound(&door->sector->soundorg, sfx_dorcls);
-	    break;
-	    
-	  case close30ThenOpen:
-	    door->topheight = sec->ceilingheight;
-	    door->direction = -1;
-	    S_StartSound(&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(&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(&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 = DEH_String(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 = DEH_String(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 = DEH_String(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
-
-                // When is a door not a door?
-                // In Vanilla, door->direction is set, even though
-                // "specialdata" might not actually point at a door.
-
-                if (door->thinker.function.acp1 == (actionf_p1) T_VerticalDoor)
-                {
-                    door->direction = -1;	// start going down immediately
-                }
-                else if (door->thinker.function.acp1 == (actionf_p1) T_PlatRaise)
-                {
-                    // Erm, this is a plat, not a door.
-                    // This notably causes a problem in ep1-0500.lmp where
-                    // a plat and a door are cross-referenced; the door
-                    // doesn't open on 64-bit.
-                    // The direction field in vldoor_t corresponds to the wait
-                    // field in plat_t.  Let's set that to -1 instead.
-
-                    plat_t *plat;
-
-                    plat = (plat_t *) door;
-                    plat->wait = -1;
-                }
-                else
-                {
-                    // This isn't a door OR a plat.  Now we're in trouble.
-
-                    fprintf(stderr, "EV_VerticalDoor: Tried to close "
-                                    "something that wasn't a door.\n");
-
-                    // Try closing it anyway. At least it will work on 32-bit
-                    // machines.
-
-                    door->direction = -1;
-                }
-	    }
-	    return;
-	}
-    }
-	
-    // for proper sound
-    switch(line->special)
-    {
-      case 117:	// BLAZING DOOR RAISE
-      case 118:	// BLAZING DOOR OPEN
-	S_StartSound(&sec->soundorg,sfx_bdopn);
-	break;
-	
-      case 1:	// NORMAL DOOR SOUND
-      case 31:
-	S_StartSound(&sec->soundorg,sfx_doropn);
-	break;
-	
-      default:	// LOCKED DOOR SOUND
-	S_StartSound(&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 * TICRATE;
-}
-
-//
-// 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 * TICRATE;
-}
-
-
-
-// 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
--- a/src/strife/p_enemy.c
+++ /dev/null
@@ -1,2022 +1,0 @@
-// Emacs style mode select   -*- C++ -*- 
-//-----------------------------------------------------------------------------
-//
-// Copyright(C) 1993-1996 Id Software, Inc.
-// Copyright(C) 2005 Simon Howard
-//
-// This program is free software; you can redistribute it and/or
-// modify it under the terms of the GNU General Public License
-// as published by the Free Software Foundation; either version 2
-// of the License, or (at your option) any later version.
-//
-// This program is distributed in the hope that it will be useful,
-// but WITHOUT ANY WARRANTY; without even the implied warranty of
-// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-// GNU General Public License for more details.
-//
-// You should have received a copy of the GNU General Public License
-// along with this program; if not, write to the Free Software
-// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
-// 02111-1307, USA.
-//
-// DESCRIPTION:
-//	Enemy thinking, AI.
-//	Action Pointer Functions
-//	that are associated with states/frames. 
-//
-//-----------------------------------------------------------------------------
-
-#include <stdio.h>
-#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 != (int) 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 != (int) turnaround)
-	    {
-		actor->movedir =tdir;
-		
-		if ( P_TryWalk(actor) )
-		    return;
-	    }
-	}
-    }
-    else
-    {
-	for ( tdir=DI_SOUTHEAST;
-	      tdir != (DI_EAST-1);
-	      tdir-- )
-	{
-	    if (tdir != (int) 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;
-    mobj_t*     target;
-    unsigned	an;
-		
-    dest = actor->tracer;
-    if (!dest)
-	return;
-
-    target = P_SubstNullMobj(actor->target);
-		
-    // don't move it if the vile lost sight
-    if (!P_CheckSight (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;
-    mobj_t*     target;
-    int		an;
-
-    A_FaceTarget (actor);
-
-    // Change direction  to ...
-    actor->angle += FATSPREAD;
-    target = P_SubstNullMobj(actor->target);
-    P_SpawnMissile (actor, target, MT_FATSHOT);
-
-    mo = P_SpawnMissile (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;
-    mobj_t*     target;
-    int		an;
-
-    A_FaceTarget (actor);
-    // Now here choose opposite deviation.
-    actor->angle -= FATSPREAD;
-    target = P_SubstNullMobj(actor->target);
-    P_SpawnMissile (actor, target, MT_FATSHOT);
-
-    mo = P_SpawnMissile (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;
-    mobj_t*     target;
-    int		an;
-
-    A_FaceTarget (actor);
-
-    target = P_SubstNullMobj(actor->target);
-    
-    mo = P_SpawnMissile (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, 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);
-}
-
-// Check whether the death of the specified monster type is allowed
-// to trigger the end of episode special action.
-//
-// This behavior changed in v1.9, the most notable effect of which
-// was to break uac_dead.wad
-
-static boolean CheckBossEnd(mobjtype_t motype)
-{
-    if (gameversion < exe_ultimate)
-    {
-        if (gamemap != 8)
-        {
-            return false;
-        }
-
-        // Baron death on later episodes is nothing special.
-
-        if (motype == MT_BRUISER && gameepisode != 1)
-        {
-            return false;
-        }
-
-        return true;
-    }
-    else
-    {
-        // New logic that appeared in Ultimate Doom.
-        // Looks like the logic was overhauled while adding in the
-        // episode 4 support.  Now bosses only trigger on their
-        // specific episode.
-
-	switch(gameepisode)
-	{
-            case 1:
-                return gamemap == 8 && motype == MT_BRUISER;
-
-            case 2:
-                return gamemap == 8 && motype == MT_CYBORG;
-
-            case 3:
-                return gamemap == 8 && motype == MT_SPIDER;
-
-	    case 4:
-                return (gamemap == 6 && motype == MT_CYBORG)
-                    || (gamemap == 8 && motype == MT_SPIDER);
-
-            default:
-                return gamemap == 8;
-	}
-    }
-}
-
-//
-// 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
-    {
-        if (!CheckBossEnd(mo->type))
-        {
-            return;
-        }
-    }
-
-    // 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 = 0;
-
-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 = P_SubstNullMobj(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);
-}
--- a/src/strife/p_floor.c
+++ /dev/null
@@ -1,554 +1,0 @@
-// Emacs style mode select   -*- C++ -*- 
-//-----------------------------------------------------------------------------
-//
-// Copyright(C) 1993-1996 Id Software, Inc.
-// Copyright(C) 2005 Simon Howard
-//
-// This program is free software; you can redistribute it and/or
-// modify it under the terms of the GNU General Public License
-// as published by the Free Software Foundation; either version 2
-// of the License, or (at your option) any later version.
-//
-// This program is distributed in the hope that it will be useful,
-// but WITHOUT ANY WARRANTY; without even the implied warranty of
-// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-// GNU General Public License for more details.
-//
-// You should have received a copy of the GNU General Public License
-// along with this program; if not, write to the Free Software
-// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
-// 02111-1307, USA.
-//
-// DESCRIPTION:
-//	Floor animation: raising stairs.
-//
-//-----------------------------------------------------------------------------
-
-
-
-#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(&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(&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 = INT_MAX;
-	      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 = 0;
-    fixed_t		speed = 0;
-
-    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;
-}
-
--- a/src/strife/p_inter.c
+++ /dev/null
@@ -1,928 +1,0 @@
-// Emacs style mode select   -*- C++ -*- 
-//-----------------------------------------------------------------------------
-//
-// Copyright(C) 1993-1996 Id Software, Inc.
-// Copyright(C) 2005 Simon Howard
-//
-// This program is free software; you can redistribute it and/or
-// modify it under the terms of the GNU General Public License
-// as published by the Free Software Foundation; either version 2
-// of the License, or (at your option) any later version.
-//
-// This program is distributed in the hope that it will be useful,
-// but WITHOUT ANY WARRANTY; without even the implied warranty of
-// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-// GNU General Public License for more details.
-//
-// You should have received a copy of the GNU General Public License
-// along with this program; if not, write to the Free Software
-// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
-// 02111-1307, USA.
-//
-// DESCRIPTION:
-//	Handling interactions (i.e., collisions).
-//
-//-----------------------------------------------------------------------------
-
-
-
-
-// Data.
-#include "doomdef.h"
-#include "dstrings.h"
-#include "sounds.h"
-
-#include "deh_main.h"
-#include "deh_misc.h"
-#include "doomstat.h"
-
-#include "m_random.h"
-#include "i_system.h"
-
-#include "am_map.h"
-
-#include "p_local.h"
-
-#include "s_sound.h"
-
-#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 > 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, deh_green_armor_class))
-	    return;
-	player->message = DEH_String(GOTARMOR);
-	break;
-		
-      case SPR_ARM2:
-	if (!P_GiveArmor (player, deh_blue_armor_class))
-	    return;
-	player->message = DEH_String(GOTMEGA);
-	break;
-	
-	// bonus items
-      case SPR_BON1:
-	player->health++;		// can go over 100%
-	if (player->health > deh_max_health)
-	    player->health = deh_max_health;
-	player->mo->health = player->health;
-	player->message = DEH_String(GOTHTHBONUS);
-	break;
-	
-      case SPR_BON2:
-	player->armorpoints++;		// can go over 100%
-	if (player->armorpoints > deh_max_armor)
-	    player->armorpoints = deh_max_armor;
-        // deh_green_armor_class only applies to the green armor shirt;
-        // for the armor helmets, armortype 1 is always used.
-	if (!player->armortype)
-	    player->armortype = 1;
-	player->message = DEH_String(GOTARMBONUS);
-	break;
-	
-      case SPR_SOUL:
-	player->health += deh_soulsphere_health;
-	if (player->health > deh_max_soulsphere)
-	    player->health = deh_max_soulsphere;
-	player->mo->health = player->health;
-	player->message = DEH_String(GOTSUPER);
-	sound = sfx_getpow;
-	break;
-	
-      case SPR_MEGA:
-	if (gamemode != commercial)
-	    return;
-	player->health = deh_megasphere_health;
-	player->mo->health = player->health;
-        // We always give armor type 2 for the megasphere; dehacked only 
-        // affects the MegaArmor.
-	P_GiveArmor (player, 2);
-	player->message = DEH_String(GOTMSPHERE);
-	sound = sfx_getpow;
-	break;
-	
-	// cards
-	// leave cards for everyone
-      case SPR_BKEY:
-	if (!player->cards[it_bluecard])
-	    player->message = DEH_String(GOTBLUECARD);
-	P_GiveCard (player, it_bluecard);
-	if (!netgame)
-	    break;
-	return;
-	
-      case SPR_YKEY:
-	if (!player->cards[it_yellowcard])
-	    player->message = DEH_String(GOTYELWCARD);
-	P_GiveCard (player, it_yellowcard);
-	if (!netgame)
-	    break;
-	return;
-	
-      case SPR_RKEY:
-	if (!player->cards[it_redcard])
-	    player->message = DEH_String(GOTREDCARD);
-	P_GiveCard (player, it_redcard);
-	if (!netgame)
-	    break;
-	return;
-	
-      case SPR_BSKU:
-	if (!player->cards[it_blueskull])
-	    player->message = DEH_String(GOTBLUESKUL);
-	P_GiveCard (player, it_blueskull);
-	if (!netgame)
-	    break;
-	return;
-	
-      case SPR_YSKU:
-	if (!player->cards[it_yellowskull])
-	    player->message = DEH_String(GOTYELWSKUL);
-	P_GiveCard (player, it_yellowskull);
-	if (!netgame)
-	    break;
-	return;
-	
-      case SPR_RSKU:
-	if (!player->cards[it_redskull])
-	    player->message = DEH_String(GOTREDSKULL);
-	P_GiveCard (player, it_redskull);
-	if (!netgame)
-	    break;
-	return;
-	
-	// medikits, heals
-      case SPR_STIM:
-	if (!P_GiveBody (player, 10))
-	    return;
-	player->message = DEH_String(GOTSTIM);
-	break;
-	
-      case SPR_MEDI:
-	if (!P_GiveBody (player, 25))
-	    return;
-
-	if (player->health < 25)
-	    player->message = DEH_String(GOTMEDINEED);
-	else
-	    player->message = DEH_String(GOTMEDIKIT);
-	break;
-
-	
-	// power ups
-      case SPR_PINV:
-	if (!P_GivePower (player, pw_invulnerability))
-	    return;
-	player->message = DEH_String(GOTINVUL);
-	sound = sfx_getpow;
-	break;
-	
-      case SPR_PSTR:
-	if (!P_GivePower (player, pw_strength))
-	    return;
-	player->message = DEH_String(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 = DEH_String(GOTINVIS);
-	sound = sfx_getpow;
-	break;
-	
-      case SPR_SUIT:
-	if (!P_GivePower (player, pw_ironfeet))
-	    return;
-	player->message = DEH_String(GOTSUIT);
-	sound = sfx_getpow;
-	break;
-	
-      case SPR_PMAP:
-	if (!P_GivePower (player, pw_allmap))
-	    return;
-	player->message = DEH_String(GOTMAP);
-	sound = sfx_getpow;
-	break;
-	
-      case SPR_PVIS:
-	if (!P_GivePower (player, pw_infrared))
-	    return;
-	player->message = DEH_String(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 = DEH_String(GOTCLIP);
-	break;
-	
-      case SPR_AMMO:
-	if (!P_GiveAmmo (player, am_clip,5))
-	    return;
-	player->message = DEH_String(GOTCLIPBOX);
-	break;
-	
-      case SPR_ROCK:
-	if (!P_GiveAmmo (player, am_misl,1))
-	    return;
-	player->message = DEH_String(GOTROCKET);
-	break;
-	
-      case SPR_BROK:
-	if (!P_GiveAmmo (player, am_misl,5))
-	    return;
-	player->message = DEH_String(GOTROCKBOX);
-	break;
-	
-      case SPR_CELL:
-	if (!P_GiveAmmo (player, am_cell,1))
-	    return;
-	player->message = DEH_String(GOTCELL);
-	break;
-	
-      case SPR_CELP:
-	if (!P_GiveAmmo (player, am_cell,5))
-	    return;
-	player->message = DEH_String(GOTCELLBOX);
-	break;
-	
-      case SPR_SHEL:
-	if (!P_GiveAmmo (player, am_shell,1))
-	    return;
-	player->message = DEH_String(GOTSHELLS);
-	break;
-	
-      case SPR_SBOX:
-	if (!P_GiveAmmo (player, am_shell,5))
-	    return;
-	player->message = DEH_String(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 = DEH_String(GOTBACKPACK);
-	break;
-	
-	// weapons
-      case SPR_BFUG:
-	if (!P_GiveWeapon (player, wp_bfg, false) )
-	    return;
-	player->message = DEH_String(GOTBFG9000);
-	sound = sfx_wpnup;	
-	break;
-	
-      case SPR_MGUN:
-	if (!P_GiveWeapon (player, wp_chaingun, special->flags&MF_DROPPED) )
-	    return;
-	player->message = DEH_String(GOTCHAINGUN);
-	sound = sfx_wpnup;	
-	break;
-	
-      case SPR_CSAW:
-	if (!P_GiveWeapon (player, wp_chainsaw, false) )
-	    return;
-	player->message = DEH_String(GOTCHAINSAW);
-	sound = sfx_wpnup;	
-	break;
-	
-      case SPR_LAUN:
-	if (!P_GiveWeapon (player, wp_missile, false) )
-	    return;
-	player->message = DEH_String(GOTLAUNCHER);
-	sound = sfx_wpnup;	
-	break;
-	
-      case SPR_PLAS:
-	if (!P_GiveWeapon (player, wp_plasma, false) )
-	    return;
-	player->message = DEH_String(GOTPLASMA);
-	sound = sfx_wpnup;	
-	break;
-	
-      case SPR_SHOT:
-	if (!P_GiveWeapon (player, wp_shotgun, special->flags&MF_DROPPED ) )
-	    return;
-	player->message = DEH_String(GOTSHOTGUN);
-	sound = sfx_wpnup;	
-	break;
-		
-      case SPR_SGN2:
-	if (!P_GiveWeapon (player, wp_supershotgun, special->flags&MF_DROPPED ) )
-	    return;
-	player->message = DEH_String(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);
-
-    // In Chex Quest, monsters don't drop items.
-
-    if (gameversion == exe_chex)
-    {
-        return;
-    }
-
-    // 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);
-    }
-			
-}
-
--- a/src/strife/p_inter.h
+++ /dev/null
@@ -1,38 +1,0 @@
-// Emacs style mode select   -*- C++ -*- 
-//-----------------------------------------------------------------------------
-//
-// Copyright(C) 1993-1996 Id Software, Inc.
-// Copyright(C) 2005 Simon Howard
-//
-// This program is free software; you can redistribute it and/or
-// modify it under the terms of the GNU General Public License
-// as published by the Free Software Foundation; either version 2
-// of the License, or (at your option) any later version.
-//
-// This program is distributed in the hope that it will be useful,
-// but WITHOUT ANY WARRANTY; without even the implied warranty of
-// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-// GNU General Public License for more details.
-//
-// You should have received a copy of the GNU General Public License
-// along with this program; if not, write to the Free Software
-// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
-// 02111-1307, USA.
-//
-// DESCRIPTION:
-//
-//
-//-----------------------------------------------------------------------------
-
-
-#ifndef __P_INTER__
-#define __P_INTER__
-
-
-
-
-boolean	P_GivePower(player_t*, int);
-
-
-
-#endif
--- a/src/strife/p_lights.c
+++ /dev/null
@@ -1,358 +1,0 @@
-// Emacs style mode select   -*- C++ -*- 
-//-----------------------------------------------------------------------------
-//
-// Copyright(C) 1993-1996 Id Software, Inc.
-// Copyright(C) 2005 Simon Howard
-//
-// This program is free software; you can redistribute it and/or
-// modify it under the terms of the GNU General Public License
-// as published by the Free Software Foundation; either version 2
-// of the License, or (at your option) any later version.
-//
-// This program is distributed in the hope that it will be useful,
-// but WITHOUT ANY WARRANTY; without even the implied warranty of
-// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-// GNU General Public License for more details.
-//
-// You should have received a copy of the GNU General Public License
-// along with this program; if not, write to the Free Software
-// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
-// 02111-1307, USA.
-//
-// DESCRIPTION:
-//	Handle Sector base lighting effects.
-//	Muzzle flash?
-//
-//-----------------------------------------------------------------------------
-
-
-
-#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;
-}
-
--- a/src/strife/p_local.h
+++ /dev/null
@@ -1,291 +1,0 @@
-// Emacs style mode select   -*- C++ -*- 
-//-----------------------------------------------------------------------------
-//
-// Copyright(C) 1993-1996 Id Software, Inc.
-// Copyright(C) 2005 Simon Howard
-//
-// This program is free software; you can redistribute it and/or
-// modify it under the terms of the GNU General Public License
-// as published by the Free Software Foundation; either version 2
-// of the License, or (at your option) any later version.
-//
-// This program is distributed in the hope that it will be useful,
-// but WITHOUT ANY WARRANTY; without even the implied warranty of
-// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-// GNU General Public License for more details.
-//
-// You should have received a copy of the GNU General Public License
-// along with this program; if not, write to the Free Software
-// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
-// 02111-1307, USA.
-//
-// 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		INT_MIN
-#define ONCEILINGZ		INT_MAX
-
-// 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);
-mobj_t* P_SubstNullMobj (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;
-
-// Extended MAXINTERCEPTS, to allow for intercepts overrun emulation.
-
-#define MAXINTERCEPTS_ORIGINAL 128
-#define MAXINTERCEPTS          (MAXINTERCEPTS_ORIGINAL + 61)
-
-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__
--- a/src/strife/p_map.c
+++ /dev/null
@@ -1,1449 +1,0 @@
-// Emacs style mode select   -*- C++ -*- 
-//-----------------------------------------------------------------------------
-//
-// Copyright(C) 1993-1996 Id Software, Inc.
-// Copyright(C) 2005 Simon Howard, Andrey Budko
-//
-// This program is free software; you can redistribute it and/or
-// modify it under the terms of the GNU General Public License
-// as published by the Free Software Foundation; either version 2
-// of the License, or (at your option) any later version.
-//
-// This program is distributed in the hope that it will be useful,
-// but WITHOUT ANY WARRANTY; without even the implied warranty of
-// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-// GNU General Public License for more details.
-//
-// You should have received a copy of the GNU General Public License
-// along with this program; if not, write to the Free Software
-// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
-// 02111-1307, USA.
-//
-// DESCRIPTION:
-//	Movement, collision handling.
-//	Shooting and aiming.
-//
-//-----------------------------------------------------------------------------
-
-#include <stdio.h>
-#include <stdlib.h>
-
-#include "deh_misc.h"
-
-#include "m_bbox.h"
-#include "m_random.h"
-#include "i_system.h"
-
-#include "doomdef.h"
-#include "m_argv.h"
-#include "m_misc.h"
-#include "p_local.h"
-
-#include "s_sound.h"
-
-// State.
-#include "doomstat.h"
-#include "r_state.h"
-// Data.
-#include "sounds.h"
-
-// Spechit overrun magic value.
-//
-// This is the value used by PrBoom-plus.  I think the value below is 
-// actually better and works with more demos.  However, I think
-// it's better for the spechits emulation to be compatible with
-// PrBoom-plus, at least so that the big spechits emulation list
-// on Doomworld can also be used with Chocolate Doom.
-
-#define DEFAULT_SPECHIT_MAGIC 0x01C09C98
-
-// This is from a post by myk on the Doomworld forums, 
-// outputted from entryway's spechit_magic generator for
-// s205n546.lmp.  The _exact_ value of this isn't too
-// important; as long as it is in the right general
-// range, it will usually work.  Otherwise, we can use
-// the generator (hacked doom2.exe) and provide it 
-// with -spechit.
-
-//#define DEFAULT_SPECHIT_MAGIC 0x84f968e8
-
-
-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
-
-// fraggle: I have increased the size of this buffer.  In the original Doom,
-// overrunning past this limit caused other bits of memory to be overwritten,
-// affecting demo playback.  However, in doing so, the limit was still 
-// exceeded.  So we have to support more than 8 specials.
-//
-// We keep the original limit, to detect what variables in memory were 
-// overwritten (see SpechitOverrun())
-
-#define MAXSPECIALCROSS 		20
-#define MAXSPECIALCROSS_ORIGINAL	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
-//
-
-static void SpechitOverrun(line_t *ld);
-
-//
-// 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++;
-
-        // fraggle: spechits overrun emulation code from prboom-plus
-        if (numspechit > MAXSPECIALCROSS_ORIGINAL)
-        {
-            SpechitOverrun(ld);
-        }
-    }
-
-    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;
-
-            // sdh: Add deh_species_infighting here.  We can override the
-            // "monsters of the same species cant hurt each other" behavior
-            // through dehacked patches
-
-	    if (thing->type != MT_PLAYER && !deh_species_infighting)
-	    {
-		// 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;
-
-    t1 = P_SubstNullMobj(t1);
-	
-    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;
-}
-
-// Code to emulate the behavior of Vanilla Doom when encountering an overrun
-// of the spechit array.  This is by Andrey Budko (e6y) and comes from his
-// PrBoom plus port.  A big thanks to Andrey for this.
-
-static void SpechitOverrun(line_t *ld)
-{
-    static unsigned int baseaddr = 0;
-    unsigned int addr;
-   
-    if (baseaddr == 0)
-    {
-        int p;
-
-        // This is the first time we have had an overrun.  Work out
-        // what base address we are going to use.
-        // Allow a spechit value to be specified on the command line.
-
-        //!
-        // @category compat
-        // @arg <n>
-        //
-        // Use the specified magic value when emulating spechit overruns.
-        //
-
-        p = M_CheckParm("-spechit");
-        
-        if (p > 0)
-        {
-            M_StrToInt(myargv[p+1], (int *) &baseaddr);
-        }
-        else
-        {
-            baseaddr = DEFAULT_SPECHIT_MAGIC;
-        }
-    }
-    
-    // Calculate address used in doom2.exe
-
-    addr = baseaddr + (ld - lines) * 0x3E;
-
-    switch(numspechit)
-    {
-        case 9: 
-        case 10:
-        case 11:
-        case 12:
-            tmbbox[numspechit-9] = addr;
-            break;
-        case 13: 
-            crushchange = addr; 
-            break;
-        case 14: 
-            nofit = addr; 
-            break;
-        default:
-            fprintf(stderr, "SpechitOverrun: Warning: unable to emulate"
-                            "an overrun where numspechit=%i\n",
-                            numspechit);
-            break;
-    }
-}
-
--- a/src/strife/p_maputl.c
+++ /dev/null
@@ -1,1009 +1,0 @@
-// Emacs style mode select   -*- C++ -*- 
-//-----------------------------------------------------------------------------
-//
-// Copyright(C) 1993-1996 Id Software, Inc.
-// Copyright(C) 2005 Simon Howard
-// Copyright(C) 2005, 2006 Andrey Budko
-//
-// This program is free software; you can redistribute it and/or
-// modify it under the terms of the GNU General Public License
-// as published by the Free Software Foundation; either version 2
-// of the License, or (at your option) any later version.
-//
-// This program is distributed in the hope that it will be useful,
-// but WITHOUT ANY WARRANTY; without even the implied warranty of
-// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-// GNU General Public License for more details.
-//
-// You should have received a copy of the GNU General Public License
-// along with this program; if not, write to the Free Software
-// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
-// 02111-1307, USA.
-//
-// DESCRIPTION:
-//	Movement/collision utility functions,
-//	as used by function in p_map.c. 
-//	BLOCKMAP Iterator functions,
-//	and some PIT_* functions to use for iteration.
-//
-//-----------------------------------------------------------------------------
-
-
-
-#include <stdlib.h>
-
-
-#include "m_bbox.h"
-
-#include "doomdef.h"
-#include "doomstat.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 = 0;
-    int		p2 = 0;
-	
-    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;
-
-static void InterceptsOverrun(int num_intercepts, intercept_t *intercept);
-
-//
-// 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;
-    InterceptsOverrun(intercept_p - intercepts, intercept_p);
-    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;
-    InterceptsOverrun(intercept_p - intercepts, intercept_p);
-    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 = INT_MAX;
-	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 = INT_MAX;
-    }
-	
-    return true;		// everything was traversed
-}
-
-extern fixed_t bulletslope;
-
-// Intercepts Overrun emulation, from PrBoom-plus.
-// Thanks to Andrey Budko (entryway) for researching this and his 
-// implementation of Intercepts Overrun emulation in PrBoom-plus
-// which this is based on.
-
-typedef struct
-{
-    int len;
-    void *addr;
-    boolean int16_array;
-} intercepts_overrun_t;
-
-// Intercepts memory table.  This is where various variables are located
-// in memory in Vanilla Doom.  When the intercepts table overflows, we
-// need to write to them.
-//
-// Almost all of the values to overwrite are 32-bit integers, except for
-// playerstarts, which is effectively an array of 16-bit integers and
-// must be treated differently.
-
-static intercepts_overrun_t intercepts_overrun[] =
-{
-    {4,   NULL,                          false},
-    {4,   NULL, /* &earlyout, */         false},
-    {4,   NULL, /* &intercept_p, */      false},
-    {4,   &lowfloor,                     false},
-    {4,   &openbottom,                   false},
-    {4,   &opentop,                      false},
-    {4,   &openrange,                    false},
-    {4,   NULL,                          false},
-    {120, NULL, /* &activeplats, */      false},
-    {8,   NULL,                          false},
-    {4,   &bulletslope,                  false},
-    {4,   NULL, /* &swingx, */           false},
-    {4,   NULL, /* &swingy, */           false},
-    {4,   NULL,                          false},
-    {40,  &playerstarts,                 true},
-    {4,   NULL, /* &blocklinks, */       false},
-    {4,   &bmapwidth,                    false},
-    {4,   NULL, /* &blockmap, */         false},
-    {4,   &bmaporgx,                     false},
-    {4,   &bmaporgy,                     false},
-    {4,   NULL, /* &blockmaplump, */     false},
-    {4,   &bmapheight,                   false},
-    {0,   NULL,                          false},
-};
-
-// Overwrite a specific memory location with a value.
-
-static void InterceptsMemoryOverrun(int location, int value)
-{
-    int i, offset;
-    int index;
-    void *addr;
-
-    i = 0;
-    offset = 0;
-
-    // Search down the array until we find the right entry
-
-    while (intercepts_overrun[i].len != 0)
-    {
-        if (offset + intercepts_overrun[i].len > location)
-        {
-            addr = intercepts_overrun[i].addr;
-
-            // Write the value to the memory location.
-            // 16-bit and 32-bit values are written differently.
-
-            if (addr != NULL)
-            {
-                if (intercepts_overrun[i].int16_array)
-                {
-                    index = (location - offset) / 2;
-                    ((short *) addr)[index] = value & 0xffff;
-                    ((short *) addr)[index + 1] = (value >> 16) & 0xffff;
-                }
-                else
-                {
-                    index = (location - offset) / 4;
-                    ((int *) addr)[index] = value;
-                }
-            }
-
-            break;
-        }
-
-        offset += intercepts_overrun[i].len;
-        ++i;
-    }
-}
-
-// Emulate overruns of the intercepts[] array.
-
-static void InterceptsOverrun(int num_intercepts, intercept_t *intercept)
-{
-    int location;
-
-    if (num_intercepts <= MAXINTERCEPTS_ORIGINAL)
-    {
-        // No overrun
-
-        return;
-    }
-
-    location = (num_intercepts - MAXINTERCEPTS_ORIGINAL - 1) * 12;
-
-    // Overwrite memory that is overwritten in Vanilla Doom, using
-    // the values from the intercept structure.
-    //
-    // Note: the ->d.{thing,line} member should really have its
-    // address translated into the correct address value for 
-    // Vanilla Doom.
-
-    InterceptsMemoryOverrun(location, intercept->frac);
-    InterceptsMemoryOverrun(location + 4, intercept->isaline);
-    InterceptsMemoryOverrun(location + 8, (int) intercept->d.thing);
-}
-
-
-//
-// 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 );
-}
-
-
-
--- a/src/strife/p_mobj.c
+++ /dev/null
@@ -1,1057 +1,0 @@
-// Emacs style mode select   -*- C++ -*- 
-//-----------------------------------------------------------------------------
-//
-// Copyright(C) 1993-1996 Id Software, Inc.
-// Copyright(C) 2005 Simon Howard
-//
-// This program is free software; you can redistribute it and/or
-// modify it under the terms of the GNU General Public License
-// as published by the Free Software Foundation; either version 2
-// of the License, or (at your option) any later version.
-//
-// This program is distributed in the hope that it will be useful,
-// but WITHOUT ANY WARRANTY; without even the implied warranty of
-// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-// GNU General Public License for more details.
-//
-// You should have received a copy of the GNU General Public License
-// along with this program; if not, write to the Free Software
-// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
-// 02111-1307, USA.
-//
-// DESCRIPTION:
-//	Moving object handling. Spawn functions.
-//
-//-----------------------------------------------------------------------------
-
-#include <stdio.h>
-
-#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.
-	//
-	// cph - This was the a bug in the linuxdoom-1.10 source which
-	//  caused it not to sync Doom 2 v1.9 demos. Someone
-	//  added the above comment and moved up the following code. So
-	//  demos would desync in close lost soul fights.
-	// Note that this only applies to original Doom 1 or Doom2 demos - not
-	//  Final Doom and Ultimate Doom.  So we test demo_compatibility *and*
-	//  gamemission. (Note we assume that Doom1 is always Ult Doom, which
-	//  seems to hold for most published demos.)
-        //  
-        //  fraggle - cph got the logic here slightly wrong.  There are three
-        //  versions of Doom 1.9:
-        //
-        //  * The version used in registered doom 1.9 + doom2 - no bounce
-        //  * The version used in ultimate doom - has bounce
-        //  * The version used in final doom - has bounce
-        //
-        // So we need to check that this is either retail or commercial
-        // (but not doom2)
-	
-	int correct_lost_soul_bounce = gameversion >= exe_ultimate;
-
-	if (correct_lost_soul_bounce && 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;
-
-
-	// cph 2001/05/26 -
-	// See lost soul bouncing comment above. We need this here for bug
-	// compatibility with original Doom2 v1.9 - if a soul is charging and
-	// hit by a raising floor this incorrectly reverses its Y momentum.
-	//
-
-        if (!correct_lost_soul_bounce && mo->flags & MF_SKULLFLY)
-            mo->momz = -mo->momz;
-
-	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*TICRATE)
-	    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*TICRATE)
-	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;
-
-    if (mthing->type == 0)
-    {
-        return;
-    }
-
-    // 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;
-    }
-
-    if (mthing->type <= 0)
-    {
-        // Thing type 0 is actually "player -1 start".  
-        // For some reason, Vanilla Doom accepts/ignores this.
-
-        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);
-}
-
-// Certain functions assume that a mobj_t pointer is non-NULL,
-// causing a crash in some situations where it is NULL.  Vanilla
-// Doom did not crash because of the lack of proper memory 
-// protection. This function substitutes NULL pointers for
-// pointers to a dummy mobj, to avoid a crash.
-
-mobj_t *P_SubstNullMobj(mobj_t *mobj)
-{
-    if (mobj == NULL)
-    {
-        static mobj_t dummy_mobj;
-
-        dummy_mobj.x = 0;
-        dummy_mobj.y = 0;
-        dummy_mobj.z = 0;
-        dummy_mobj.flags = 0;
-
-        mobj = &dummy_mobj;
-    }
-
-    return mobj;
-}
-
-//
-// 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);
-}
-
--- a/src/strife/p_mobj.h
+++ /dev/null
@@ -1,292 +1,0 @@
-// Emacs style mode select   -*- C++ -*- 
-//-----------------------------------------------------------------------------
-//
-// Copyright(C) 1993-1996 Id Software, Inc.
-// Copyright(C) 2005 Simon Howard
-//
-// This program is free software; you can redistribute it and/or
-// modify it under the terms of the GNU General Public License
-// as published by the Free Software Foundation; either version 2
-// of the License, or (at your option) any later version.
-//
-// This program is distributed in the hope that it will be useful,
-// but WITHOUT ANY WARRANTY; without even the implied warranty of
-// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-// GNU General Public License for more details.
-//
-// You should have received a copy of the GNU General Public License
-// along with this program; if not, write to the Free Software
-// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
-// 02111-1307, USA.
-//
-// 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"
-
-
-
-
-
-
-//
-// 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
--- a/src/strife/p_plats.c
+++ /dev/null
@@ -1,312 +1,0 @@
-// Emacs style mode select   -*- C++ -*- 
-//-----------------------------------------------------------------------------
-//
-// Copyright(C) 1993-1996 Id Software, Inc.
-// Copyright(C) 2005 Simon Howard
-//
-// This program is free software; you can redistribute it and/or
-// modify it under the terms of the GNU General Public License
-// as published by the Free Software Foundation; either version 2
-// of the License, or (at your option) any later version.
-//
-// This program is distributed in the hope that it will be useful,
-// but WITHOUT ANY WARRANTY; without even the implied warranty of
-// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-// GNU General Public License for more details.
-//
-// You should have received a copy of the GNU General Public License
-// along with this program; if not, write to the Free Software
-// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
-// 02111-1307, USA.
-//
-// DESCRIPTION:
-//	Plats (i.e. elevator platforms) code, raising/lowering.
-//
-//-----------------------------------------------------------------------------
-
-#include <stdio.h>
-
-#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(&plat->sector->soundorg, sfx_stnmov);
-	}
-	
-				
-	if (res == crushed && (!plat->crush))
-	{
-	    plat->count = plat->wait;
-	    plat->status = down;
-	    S_StartSound(&plat->sector->soundorg, sfx_pstart);
-	}
-	else
-	{
-	    if (res == pastdest)
-	    {
-		plat->count = plat->wait;
-		plat->status = waiting;
-		S_StartSound(&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(&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(&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(&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(&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 = TICRATE*PLATWAIT;
-	    plat->status = down;
-	    S_StartSound(&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 = TICRATE*PLATWAIT;
-	    plat->status = down;
-	    S_StartSound(&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 = TICRATE*PLATWAIT;
-	    plat->status = P_Random()&1;
-
-	    S_StartSound(&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!");
-}
--- a/src/strife/p_pspr.c
+++ /dev/null
@@ -1,896 +1,0 @@
-// Emacs style mode select   -*- C++ -*- 
-//-----------------------------------------------------------------------------
-//
-// Copyright(C) 1993-1996 Id Software, Inc.
-// Copyright(C) 2005 Simon Howard
-//
-// This program is free software; you can redistribute it and/or
-// modify it under the terms of the GNU General Public License
-// as published by the Free Software Foundation; either version 2
-// of the License, or (at your option) any later version.
-//
-// This program is distributed in the hope that it will be useful,
-// but WITHOUT ANY WARRANTY; without even the implied warranty of
-// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-// GNU General Public License for more details.
-//
-// You should have received a copy of the GNU General Public License
-// along with this program; if not, write to the Free Software
-// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
-// 02111-1307, USA.
-//
-// DESCRIPTION:
-//	Weapon sprite animation, weapon objects.
-//	Action functions for weapons.
-//
-//-----------------------------------------------------------------------------
-
-
-#include "doomdef.h"
-#include "d_event.h"
-
-#include "deh_misc.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
-
-
-
-//
-// 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 = deh_bfg_cells_per_shot;
-    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 ((signed int) (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;
-}
-
-// Doom does not check the bounds of the ammo array.  As a result,
-// it is possible to use an ammo type > 4 that overflows into the
-// maxammo array and affects that instead.  Through dehacked, for
-// example, it is possible to make a weapon that decreases the max
-// number of ammo for another weapon.  Emulate this.
-
-static void DecreaseAmmo(player_t *player, int ammonum, int amount)
-{
-    if (ammonum < NUMAMMO)
-    {
-        player->ammo[ammonum] -= amount;
-    }
-    else
-    {
-        player->maxammo[ammonum - NUMAMMO] -= amount;
-    }
-}
-
-
-//
-// A_FireMissile
-//
-void
-A_FireMissile
-( player_t*	player,
-  pspdef_t*	psp ) 
-{
-    DecreaseAmmo(player, weaponinfo[player->readyweapon].ammo, 1);
-    P_SpawnPlayerMissile (player->mo, MT_ROCKET);
-}
-
-
-//
-// A_FireBFG
-//
-void
-A_FireBFG
-( player_t*	player,
-  pspdef_t*	psp ) 
-{
-    DecreaseAmmo(player, weaponinfo[player->readyweapon].ammo, 
-                 deh_bfg_cells_per_shot);
-    P_SpawnPlayerMissile (player->mo, MT_BFG);
-}
-
-
-
-//
-// A_FirePlasma
-//
-void
-A_FirePlasma
-( player_t*	player,
-  pspdef_t*	psp ) 
-{
-    DecreaseAmmo(player, weaponinfo[player->readyweapon].ammo, 1);
-
-    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);
-    DecreaseAmmo(player, weaponinfo[player->readyweapon].ammo, 1);
-
-    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);
-
-    DecreaseAmmo(player, weaponinfo[player->readyweapon].ammo, 1);
-
-    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);
-
-    DecreaseAmmo(player, 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);
-    DecreaseAmmo(player, weaponinfo[player->readyweapon].ammo, 1);
-
-    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;
-}
-
-
--- a/src/strife/p_pspr.h
+++ /dev/null
@@ -1,79 +1,0 @@
-// Emacs style mode select   -*- C++ -*- 
-//-----------------------------------------------------------------------------
-//
-// Copyright(C) 1993-1996 Id Software, Inc.
-// Copyright(C) 2005 Simon Howard
-//
-// This program is free software; you can redistribute it and/or
-// modify it under the terms of the GNU General Public License
-// as published by the Free Software Foundation; either version 2
-// of the License, or (at your option) any later version.
-//
-// This program is distributed in the hope that it will be useful,
-// but WITHOUT ANY WARRANTY; without even the implied warranty of
-// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-// GNU General Public License for more details.
-//
-// You should have received a copy of the GNU General Public License
-// along with this program; if not, write to the Free Software
-// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
-// 02111-1307, USA.
-//
-// 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"
-
-
-
-//
-// 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
--- a/src/strife/p_saveg.c
+++ /dev/null
@@ -1,1880 +1,0 @@
-// Emacs style mode select   -*- C++ -*- 
-//-----------------------------------------------------------------------------
-//
-// Copyright(C) 1993-1996 Id Software, Inc.
-// Copyright(C) 2005 Simon Howard
-//
-// This program is free software; you can redistribute it and/or
-// modify it under the terms of the GNU General Public License
-// as published by the Free Software Foundation; either version 2
-// of the License, or (at your option) any later version.
-//
-// This program is distributed in the hope that it will be useful,
-// but WITHOUT ANY WARRANTY; without even the implied warranty of
-// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-// GNU General Public License for more details.
-//
-// You should have received a copy of the GNU General Public License
-// along with this program; if not, write to the Free Software
-// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
-// 02111-1307, USA.
-//
-// DESCRIPTION:
-//	Archiving: SaveGame I/O.
-//
-//-----------------------------------------------------------------------------
-
-
-#include <stdio.h>
-#include <stdlib.h>
-
-#include "dstrings.h"
-#include "deh_main.h"
-#include "i_system.h"
-#include "z_zone.h"
-#include "p_local.h"
-#include "p_saveg.h"
-
-// State.
-#include "doomstat.h"
-#include "r_state.h"
-
-#define SAVEGAME_EOF 0x1d
-#define VERSIONSIZE 16 
-
-FILE *save_stream;
-int savegamelength;
-
-// Get the filename of a temporary file to write the savegame to.  After
-// the file has been successfully saved, it will be renamed to the 
-// real file.
-
-char *P_TempSaveGameFile(void)
-{
-    static char *filename = NULL;
-
-    if (filename == NULL)
-    {
-        filename = malloc(strlen(savegamedir) + 32);
-    }
-
-    sprintf(filename, "%stemp.dsg", savegamedir);
-
-    return filename;
-}
-
-// Get the filename of the save game file to use for the specified slot.
-
-char *P_SaveGameFile(int slot)
-{
-    static char *filename = NULL;
-    char basename[32];
-
-    if (filename == NULL)
-    {
-        filename = malloc(strlen(savegamedir) + 32);
-    }
-
-    sprintf(basename, DEH_String(SAVEGAMENAME "%d.dsg"), slot);
-
-    sprintf(filename, "%s%s", savegamedir, basename);
-
-    return filename;
-}
-
-// Endian-safe integer read/write functions
-
-static byte saveg_read8(void)
-{
-    byte result;
-
-    fread(&result, 1, 1, save_stream);
-
-    return result;
-}
-
-static void saveg_write8(byte value)
-{
-    fwrite(&value, 1, 1, save_stream);
-}
-
-static short saveg_read16(void)
-{
-    int result;
-
-    result = saveg_read8();
-    result |= saveg_read8() << 8;
-
-    return result;
-}
-
-static void saveg_write16(short value)
-{
-    saveg_write8(value & 0xff);
-    saveg_write8((value >> 8) & 0xff);
-}
-
-static int saveg_read32(void)
-{
-    int result;
-
-    result = saveg_read8();
-    result |= saveg_read8() << 8;
-    result |= saveg_read8() << 16;
-    result |= saveg_read8() << 24;
-
-    return result;
-}
-
-static void saveg_write32(int value)
-{
-    saveg_write8(value & 0xff);
-    saveg_write8((value >> 8) & 0xff);
-    saveg_write8((value >> 16) & 0xff);
-    saveg_write8((value >> 24) & 0xff);
-}
-
-// Pad to 4-byte boundaries
-
-static void saveg_read_pad(void)
-{
-    unsigned long pos;
-    int padding;
-    int i;
-
-    pos = ftell(save_stream);
-
-    padding = (4 - (pos & 3)) & 3;
-
-    for (i=0; i<padding; ++i)
-    {
-        saveg_read8();
-    }
-}
-
-static void saveg_write_pad(void)
-{
-    unsigned long pos;
-    int padding;
-    int i;
-
-    pos = ftell(save_stream);
-
-    padding = (4 - (pos & 3)) & 3;
-
-    for (i=0; i<padding; ++i)
-    {
-        saveg_write8(0);
-    }
-}
-
-
-// Pointers
-
-static void *saveg_readp(void)
-{
-    return (void *) saveg_read32();
-}
-
-static void saveg_writep(void *p)
-{
-    saveg_write32((int) p);
-}
-
-// Enum values are 32-bit integers.
-
-#define saveg_read_enum saveg_read32
-#define saveg_write_enum saveg_write32
-
-//
-// Structure read/write functions
-//
-
-//
-// mapthing_t
-//
-
-static void saveg_read_mapthing_t(mapthing_t *str)
-{
-    // short x;
-    str->x = saveg_read16();
-
-    // short y;
-    str->y = saveg_read16();
-
-    // short angle;
-    str->angle = saveg_read16();
-
-    // short type;
-    str->type = saveg_read16();
-
-    // short options;
-    str->options = saveg_read16();
-}
-
-static void saveg_write_mapthing_t(mapthing_t *str)
-{
-    // short x;
-    saveg_write16(str->x);
-
-    // short y;
-    saveg_write16(str->y);
-
-    // short angle;
-    saveg_write16(str->angle);
-
-    // short type;
-    saveg_write16(str->type);
-
-    // short options;
-    saveg_write16(str->options);
-}
-
-//
-// actionf_t
-// 
-
-static void saveg_read_actionf_t(actionf_t *str)
-{
-    // actionf_p1 acp1;
-    str->acp1 = saveg_readp();
-}
-
-static void saveg_write_actionf_t(actionf_t *str)
-{
-    // actionf_p1 acp1;
-    saveg_writep(str->acp1);
-}
-
-//
-// think_t
-//
-// This is just an actionf_t.
-//
-
-#define saveg_read_think_t saveg_read_actionf_t
-#define saveg_write_think_t saveg_write_actionf_t
-
-//
-// thinker_t
-//
-
-static void saveg_read_thinker_t(thinker_t *str)
-{
-    // struct thinker_s* prev;
-    str->prev = saveg_readp();
-
-    // struct thinker_s* next;
-    str->next = saveg_readp();
-
-    // think_t function;
-    saveg_read_think_t(&str->function);
-}
-
-static void saveg_write_thinker_t(thinker_t *str)
-{
-    // struct thinker_s* prev;
-    saveg_writep(str->prev);
-
-    // struct thinker_s* next;
-    saveg_writep(str->next);
-
-    // think_t function;
-    saveg_write_think_t(&str->function);
-}
-
-//
-// mobj_t
-//
-
-static void saveg_read_mobj_t(mobj_t *str)
-{
-    int pl;
-
-    // thinker_t thinker;
-    saveg_read_thinker_t(&str->thinker);
-
-    // fixed_t x;
-    str->x = saveg_read32();
-
-    // fixed_t y;
-    str->y = saveg_read32();
-
-    // fixed_t z;
-    str->z = saveg_read32();
-
-    // struct mobj_s* snext;
-    str->snext = saveg_readp();
-
-    // struct mobj_s* sprev;
-    str->sprev = saveg_readp();
-
-    // angle_t angle;
-    str->angle = saveg_read32();
-
-    // spritenum_t sprite;
-    str->sprite = saveg_read_enum();
-
-    // int frame;
-    str->frame = saveg_read32();
-
-    // struct mobj_s* bnext;
-    str->bnext = saveg_readp();
-
-    // struct mobj_s* bprev;
-    str->bprev = saveg_readp();
-
-    // struct subsector_s* subsector;
-    str->subsector = saveg_readp();
-
-    // fixed_t floorz;
-    str->floorz = saveg_read32();
-
-    // fixed_t ceilingz;
-    str->ceilingz = saveg_read32();
-
-    // fixed_t radius;
-    str->radius = saveg_read32();
-
-    // fixed_t height;
-    str->height = saveg_read32();
-
-    // fixed_t momx;
-    str->momx = saveg_read32();
-
-    // fixed_t momy;
-    str->momy = saveg_read32();
-
-    // fixed_t momz;
-    str->momz = saveg_read32();
-
-    // int validcount;
-    str->validcount = saveg_read32();
-
-    // mobjtype_t type;
-    str->type = saveg_read_enum();
-
-    // mobjinfo_t* info;
-    str->info = saveg_readp();
-
-    // int tics;
-    str->tics = saveg_read32();
-
-    // state_t* state;
-    str->state = &states[saveg_read32()];
-
-    // int flags;
-    str->flags = saveg_read32();
-
-    // int health;
-    str->health = saveg_read32();
-
-    // int movedir;
-    str->movedir = saveg_read32();
-
-    // int movecount;
-    str->movecount = saveg_read32();
-
-    // struct mobj_s* target;
-    str->target = saveg_readp();
-
-    // int reactiontime;
-    str->reactiontime = saveg_read32();
-
-    // int threshold;
-    str->threshold = saveg_read32();
-
-    // struct player_s* player;
-    pl = saveg_read32();
-
-    if (pl > 0)
-    {
-        str->player = &players[pl - 1];
-        str->player->mo = str;
-    }
-    else
-    {
-        str->player = NULL;
-    }
-
-    // int lastlook;
-    str->lastlook = saveg_read32();
-
-    // mapthing_t spawnpoint;
-    saveg_read_mapthing_t(&str->spawnpoint);
-
-    // struct mobj_s* tracer;
-    str->tracer = saveg_readp();
-}
-
-static void saveg_write_mobj_t(mobj_t *str)
-{
-    // thinker_t thinker;
-    saveg_write_thinker_t(&str->thinker);
-
-    // fixed_t x;
-    saveg_write32(str->x);
-
-    // fixed_t y;
-    saveg_write32(str->y);
-
-    // fixed_t z;
-    saveg_write32(str->z);
-
-    // struct mobj_s* snext;
-    saveg_writep(str->snext);
-
-    // struct mobj_s* sprev;
-    saveg_writep(str->sprev);
-
-    // angle_t angle;
-    saveg_write32(str->angle);
-
-    // spritenum_t sprite;
-    saveg_write_enum(str->sprite);
-
-    // int frame;
-    saveg_write32(str->frame);
-
-    // struct mobj_s* bnext;
-    saveg_writep(str->bnext);
-
-    // struct mobj_s* bprev;
-    saveg_writep(str->bprev);
-
-    // struct subsector_s* subsector;
-    saveg_writep(str->subsector);
-
-    // fixed_t floorz;
-    saveg_write32(str->floorz);
-
-    // fixed_t ceilingz;
-    saveg_write32(str->ceilingz);
-
-    // fixed_t radius;
-    saveg_write32(str->radius);
-
-    // fixed_t height;
-    saveg_write32(str->height);
-
-    // fixed_t momx;
-    saveg_write32(str->momx);
-
-    // fixed_t momy;
-    saveg_write32(str->momy);
-
-    // fixed_t momz;
-    saveg_write32(str->momz);
-
-    // int validcount;
-    saveg_write32(str->validcount);
-
-    // mobjtype_t type;
-    saveg_write_enum(str->type);
-
-    // mobjinfo_t* info;
-    saveg_writep(str->info);
-
-    // int tics;
-    saveg_write32(str->tics);
-
-    // state_t* state;
-    saveg_write32(str->state - states);
-
-    // int flags;
-    saveg_write32(str->flags);
-
-    // int health;
-    saveg_write32(str->health);
-
-    // int movedir;
-    saveg_write32(str->movedir);
-
-    // int movecount;
-    saveg_write32(str->movecount);
-
-    // struct mobj_s* target;
-    saveg_writep(str->target);
-
-    // int reactiontime;
-    saveg_write32(str->reactiontime);
-
-    // int threshold;
-    saveg_write32(str->threshold);
-
-    // struct player_s* player;
-    if (str->player)
-    {
-        saveg_write32(str->player - players + 1);
-    }
-    else
-    {
-        saveg_write32(0);
-    }
-
-    // int lastlook;
-    saveg_write32(str->lastlook);
-
-    // mapthing_t spawnpoint;
-    saveg_write_mapthing_t(&str->spawnpoint);
-
-    // struct mobj_s* tracer;
-    saveg_writep(str->tracer);
-}
-
-
-//
-// ticcmd_t
-//
-
-static void saveg_read_ticcmd_t(ticcmd_t *str)
-{
-
-    // signed char forwardmove;
-    str->forwardmove = saveg_read8();
-
-    // signed char sidemove;
-    str->sidemove = saveg_read8();
-
-    // short angleturn;
-    str->angleturn = saveg_read16();
-
-    // short consistancy;
-    str->consistancy = saveg_read16();
-
-    // byte chatchar;
-    str->chatchar = saveg_read8();
-
-    // byte buttons;
-    str->buttons = saveg_read8();
-}
-
-static void saveg_write_ticcmd_t(ticcmd_t *str)
-{
-
-    // signed char forwardmove;
-    saveg_write8(str->forwardmove);
-
-    // signed char sidemove;
-    saveg_write8(str->sidemove);
-
-    // short angleturn;
-    saveg_write16(str->angleturn);
-
-    // short consistancy;
-    saveg_write16(str->consistancy);
-
-    // byte chatchar;
-    saveg_write8(str->chatchar);
-
-    // byte buttons;
-    saveg_write8(str->buttons);
-}
-
-//
-// pspdef_t
-//
-
-static void saveg_read_pspdef_t(pspdef_t *str)
-{
-    int state;
-
-    // state_t* state;
-    state = saveg_read32();
-
-    if (state > 0)
-    {
-        str->state = &states[state];
-    }
-    else
-    {
-        str->state = NULL;
-    }
-
-    // int tics;
-    str->tics = saveg_read32();
-
-    // fixed_t sx;
-    str->sx = saveg_read32();
-
-    // fixed_t sy;
-    str->sy = saveg_read32();
-}
-
-static void saveg_write_pspdef_t(pspdef_t *str)
-{
-    // state_t* state;
-    if (str->state)
-    {
-        saveg_write32(str->state - states);
-    }
-    else
-    {
-        saveg_write32(0);
-    }
-
-    // int tics;
-    saveg_write32(str->tics);
-
-    // fixed_t sx;
-    saveg_write32(str->sx);
-
-    // fixed_t sy;
-    saveg_write32(str->sy);
-}
-
-//
-// player_t
-//
-
-static void saveg_read_player_t(player_t *str)
-{
-    int i;
-
-    // mobj_t* mo;
-    str->mo = saveg_readp();
-
-    // playerstate_t playerstate;
-    str->playerstate = saveg_read_enum();
-
-    // ticcmd_t cmd;
-    saveg_read_ticcmd_t(&str->cmd);
-
-    // fixed_t viewz;
-    str->viewz = saveg_read32();
-
-    // fixed_t viewheight;
-    str->viewheight = saveg_read32();
-
-    // fixed_t deltaviewheight;
-    str->deltaviewheight = saveg_read32();
-
-    // fixed_t bob;
-    str->bob = saveg_read32();
-
-    // int health;
-    str->health = saveg_read32();
-
-    // int armorpoints;
-    str->armorpoints = saveg_read32();
-
-    // int armortype;
-    str->armortype = saveg_read32();
-
-    // int powers[NUMPOWERS];
-    for (i=0; i<NUMPOWERS; ++i)
-    {
-        str->powers[i] = saveg_read32();
-    }
-
-    // boolean cards[NUMCARDS];
-    for (i=0; i<NUMCARDS; ++i)
-    {
-        str->cards[i] = saveg_read32();
-    }
-
-    // boolean backpack;
-    str->backpack = saveg_read32();
-
-    // int frags[MAXPLAYERS];
-    for (i=0; i<MAXPLAYERS; ++i)
-    {
-        str->frags[i] = saveg_read32();
-    }
-
-    // weapontype_t readyweapon;
-    str->readyweapon = saveg_read_enum();
-
-    // weapontype_t pendingweapon;
-    str->pendingweapon = saveg_read_enum();
-
-    // boolean weaponowned[NUMWEAPONS];
-    for (i=0; i<NUMWEAPONS; ++i)
-    {
-        str->weaponowned[i] = saveg_read32();
-    }
-
-    // int ammo[NUMAMMO];
-    for (i=0; i<NUMAMMO; ++i)
-    {
-        str->ammo[i] = saveg_read32();
-    }
-
-    // int maxammo[NUMAMMO];
-    for (i=0; i<NUMAMMO; ++i)
-    {
-        str->maxammo[i] = saveg_read32();
-    }
-
-    // int attackdown;
-    str->attackdown = saveg_read32();
-
-    // int usedown;
-    str->usedown = saveg_read32();
-
-    // int cheats;
-    str->cheats = saveg_read32();
-
-    // int refire;
-    str->refire = saveg_read32();
-
-    // int killcount;
-    str->killcount = saveg_read32();
-
-    // int itemcount;
-    str->itemcount = saveg_read32();
-
-    // int secretcount;
-    str->secretcount = saveg_read32();
-
-    // char* message;
-    str->message = saveg_readp();
-
-    // int damagecount;
-    str->damagecount = saveg_read32();
-
-    // int bonuscount;
-    str->bonuscount = saveg_read32();
-
-    // mobj_t* attacker;
-    str->attacker = saveg_readp();
-
-    // int extralight;
-    str->extralight = saveg_read32();
-
-    // int fixedcolormap;
-    str->fixedcolormap = saveg_read32();
-
-    // int colormap;
-    str->colormap = saveg_read32();
-
-    // pspdef_t psprites[NUMPSPRITES];
-    for (i=0; i<NUMPSPRITES; ++i)
-    {
-        saveg_read_pspdef_t(&str->psprites[i]);
-    }
-
-    // boolean didsecret;
-    str->didsecret = saveg_read32();
-}
-
-static void saveg_write_player_t(player_t *str)
-{
-    int i;
-
-    // mobj_t* mo;
-    saveg_writep(str->mo);
-
-    // playerstate_t playerstate;
-    saveg_write_enum(str->playerstate);
-
-    // ticcmd_t cmd;
-    saveg_write_ticcmd_t(&str->cmd);
-
-    // fixed_t viewz;
-    saveg_write32(str->viewz);
-
-    // fixed_t viewheight;
-    saveg_write32(str->viewheight);
-
-    // fixed_t deltaviewheight;
-    saveg_write32(str->deltaviewheight);
-
-    // fixed_t bob;
-    saveg_write32(str->bob);
-
-    // int health;
-    saveg_write32(str->health);
-
-    // int armorpoints;
-    saveg_write32(str->armorpoints);
-
-    // int armortype;
-    saveg_write32(str->armortype);
-
-    // int powers[NUMPOWERS];
-    for (i=0; i<NUMPOWERS; ++i)
-    {
-        saveg_write32(str->powers[i]);
-    }
-
-    // boolean cards[NUMCARDS];
-    for (i=0; i<NUMCARDS; ++i)
-    {
-        saveg_write32(str->cards[i]);
-    }
-
-    // boolean backpack;
-    saveg_write32(str->backpack);
-
-    // int frags[MAXPLAYERS];
-    for (i=0; i<MAXPLAYERS; ++i)
-    {
-        saveg_write32(str->frags[i]);
-    }
-
-    // weapontype_t readyweapon;
-    saveg_write_enum(str->readyweapon);
-
-    // weapontype_t pendingweapon;
-    saveg_write_enum(str->pendingweapon);
-
-    // boolean weaponowned[NUMWEAPONS];
-    for (i=0; i<NUMWEAPONS; ++i)
-    {
-        saveg_write32(str->weaponowned[i]);
-    }
-
-    // int ammo[NUMAMMO];
-    for (i=0; i<NUMAMMO; ++i)
-    {
-        saveg_write32(str->ammo[i]);
-    }
-
-    // int maxammo[NUMAMMO];
-    for (i=0; i<NUMAMMO; ++i)
-    {
-        saveg_write32(str->maxammo[i]);
-    }
-
-    // int attackdown;
-    saveg_write32(str->attackdown);
-
-    // int usedown;
-    saveg_write32(str->usedown);
-
-    // int cheats;
-    saveg_write32(str->cheats);
-
-    // int refire;
-    saveg_write32(str->refire);
-
-    // int killcount;
-    saveg_write32(str->killcount);
-
-    // int itemcount;
-    saveg_write32(str->itemcount);
-
-    // int secretcount;
-    saveg_write32(str->secretcount);
-
-    // char* message;
-    saveg_writep(str->message);
-
-    // int damagecount;
-    saveg_write32(str->damagecount);
-
-    // int bonuscount;
-    saveg_write32(str->bonuscount);
-
-    // mobj_t* attacker;
-    saveg_writep(str->attacker);
-
-    // int extralight;
-    saveg_write32(str->extralight);
-
-    // int fixedcolormap;
-    saveg_write32(str->fixedcolormap);
-
-    // int colormap;
-    saveg_write32(str->colormap);
-
-    // pspdef_t psprites[NUMPSPRITES];
-    for (i=0; i<NUMPSPRITES; ++i)
-    {
-        saveg_write_pspdef_t(&str->psprites[i]);
-    }
-
-    // boolean didsecret;
-    saveg_write32(str->didsecret);
-}
-
-
-//
-// ceiling_t
-//
-
-static void saveg_read_ceiling_t(ceiling_t *str)
-{
-    int sector;
-
-    // thinker_t thinker;
-    saveg_read_thinker_t(&str->thinker);
-
-    // ceiling_e type;
-    str->type = saveg_read_enum();
-
-    // sector_t* sector;
-    sector = saveg_read32();
-    str->sector = &sectors[sector];
-
-    // fixed_t bottomheight;
-    str->bottomheight = saveg_read32();
-
-    // fixed_t topheight;
-    str->topheight = saveg_read32();
-
-    // fixed_t speed;
-    str->speed = saveg_read32();
-
-    // boolean crush;
-    str->crush = saveg_read32();
-
-    // int direction;
-    str->direction = saveg_read32();
-
-    // int tag;
-    str->tag = saveg_read32();
-
-    // int olddirection;
-    str->olddirection = saveg_read32();
-}
-
-static void saveg_write_ceiling_t(ceiling_t *str)
-{
-    // thinker_t thinker;
-    saveg_write_thinker_t(&str->thinker);
-
-    // ceiling_e type;
-    saveg_write_enum(str->type);
-
-    // sector_t* sector;
-    saveg_write32(str->sector - sectors);
-
-    // fixed_t bottomheight;
-    saveg_write32(str->bottomheight);
-
-    // fixed_t topheight;
-    saveg_write32(str->topheight);
-
-    // fixed_t speed;
-    saveg_write32(str->speed);
-
-    // boolean crush;
-    saveg_write32(str->crush);
-
-    // int direction;
-    saveg_write32(str->direction);
-
-    // int tag;
-    saveg_write32(str->tag);
-
-    // int olddirection;
-    saveg_write32(str->olddirection);
-}
-
-//
-// vldoor_t
-//
-
-static void saveg_read_vldoor_t(vldoor_t *str)
-{
-    int sector;
-
-    // thinker_t thinker;
-    saveg_read_thinker_t(&str->thinker);
-
-    // vldoor_e type;
-    str->type = saveg_read_enum();
-
-    // sector_t* sector;
-    sector = saveg_read32();
-    str->sector = &sectors[sector];
-
-    // fixed_t topheight;
-    str->topheight = saveg_read32();
-
-    // fixed_t speed;
-    str->speed = saveg_read32();
-
-    // int direction;
-    str->direction = saveg_read32();
-
-    // int topwait;
-    str->topwait = saveg_read32();
-
-    // int topcountdown;
-    str->topcountdown = saveg_read32();
-}
-
-static void saveg_write_vldoor_t(vldoor_t *str)
-{
-    // thinker_t thinker;
-    saveg_write_thinker_t(&str->thinker);
-
-    // vldoor_e type;
-    saveg_write_enum(str->type);
-
-    // sector_t* sector;
-    saveg_write32(str->sector - sectors);
-
-    // fixed_t topheight;
-    saveg_write32(str->topheight);
-
-    // fixed_t speed;
-    saveg_write32(str->speed);
-
-    // int direction;
-    saveg_write32(str->direction);
-
-    // int topwait;
-    saveg_write32(str->topwait);
-
-    // int topcountdown;
-    saveg_write32(str->topcountdown);
-}
-
-//
-// floormove_t
-//
-
-static void saveg_read_floormove_t(floormove_t *str)
-{
-    int sector;
-
-    // thinker_t thinker;
-    saveg_read_thinker_t(&str->thinker);
-
-    // floor_e type;
-    str->type = saveg_read_enum();
-
-    // boolean crush;
-    str->crush = saveg_read32();
-
-    // sector_t* sector;
-    sector = saveg_read32();
-    str->sector = &sectors[sector];
-
-    // int direction;
-    str->direction = saveg_read32();
-
-    // int newspecial;
-    str->newspecial = saveg_read32();
-
-    // short texture;
-    str->texture = saveg_read16();
-
-    // fixed_t floordestheight;
-    str->floordestheight = saveg_read32();
-
-    // fixed_t speed;
-    str->speed = saveg_read32();
-}
-
-static void saveg_write_floormove_t(floormove_t *str)
-{
-    // thinker_t thinker;
-    saveg_write_thinker_t(&str->thinker);
-
-    // floor_e type;
-    saveg_write_enum(str->type);
-
-    // boolean crush;
-    saveg_write32(str->crush);
-
-    // sector_t* sector;
-    saveg_write32(str->sector - sectors);
-
-    // int direction;
-    saveg_write32(str->direction);
-
-    // int newspecial;
-    saveg_write32(str->newspecial);
-
-    // short texture;
-    saveg_write16(str->texture);
-
-    // fixed_t floordestheight;
-    saveg_write32(str->floordestheight);
-
-    // fixed_t speed;
-    saveg_write32(str->speed);
-}
-
-//
-// plat_t
-//
-
-static void saveg_read_plat_t(plat_t *str)
-{
-    int sector;
-
-    // thinker_t thinker;
-    saveg_read_thinker_t(&str->thinker);
-
-    // sector_t* sector;
-    sector = saveg_read32();
-    str->sector = &sectors[sector];
-
-    // fixed_t speed;
-    str->speed = saveg_read32();
-
-    // fixed_t low;
-    str->low = saveg_read32();
-
-    // fixed_t high;
-    str->high = saveg_read32();
-
-    // int wait;
-    str->wait = saveg_read32();
-
-    // int count;
-    str->count = saveg_read32();
-
-    // plat_e status;
-    str->status = saveg_read_enum();
-
-    // plat_e oldstatus;
-    str->oldstatus = saveg_read_enum();
-
-    // boolean crush;
-    str->crush = saveg_read32();
-
-    // int tag;
-    str->tag = saveg_read32();
-
-    // plattype_e type;
-    str->type = saveg_read_enum();
-}
-
-static void saveg_write_plat_t(plat_t *str)
-{
-    // thinker_t thinker;
-    saveg_write_thinker_t(&str->thinker);
-
-    // sector_t* sector;
-    saveg_write32(str->sector - sectors);
-
-    // fixed_t speed;
-    saveg_write32(str->speed);
-
-    // fixed_t low;
-    saveg_write32(str->low);
-
-    // fixed_t high;
-    saveg_write32(str->high);
-
-    // int wait;
-    saveg_write32(str->wait);
-
-    // int count;
-    saveg_write32(str->count);
-
-    // plat_e status;
-    saveg_write_enum(str->status);
-
-    // plat_e oldstatus;
-    saveg_write_enum(str->oldstatus);
-
-    // boolean crush;
-    saveg_write32(str->crush);
-
-    // int tag;
-    saveg_write32(str->tag);
-
-    // plattype_e type;
-    saveg_write_enum(str->type);
-}
-
-//
-// lightflash_t
-//
-
-static void saveg_read_lightflash_t(lightflash_t *str)
-{
-    int sector;
-
-    // thinker_t thinker;
-    saveg_read_thinker_t(&str->thinker);
-
-    // sector_t* sector;
-    sector = saveg_read32();
-    str->sector = &sectors[sector];
-
-    // int count;
-    str->count = saveg_read32();
-
-    // int maxlight;
-    str->maxlight = saveg_read32();
-
-    // int minlight;
-    str->minlight = saveg_read32();
-
-    // int maxtime;
-    str->maxtime = saveg_read32();
-
-    // int mintime;
-    str->mintime = saveg_read32();
-}
-
-static void saveg_write_lightflash_t(lightflash_t *str)
-{
-    // thinker_t thinker;
-    saveg_write_thinker_t(&str->thinker);
-
-    // sector_t* sector;
-    saveg_write32(str->sector - sectors);
-
-    // int count;
-    saveg_write32(str->count);
-
-    // int maxlight;
-    saveg_write32(str->maxlight);
-
-    // int minlight;
-    saveg_write32(str->minlight);
-
-    // int maxtime;
-    saveg_write32(str->maxtime);
-
-    // int mintime;
-    saveg_write32(str->mintime);
-}
-
-//
-// strobe_t
-//
-
-static void saveg_read_strobe_t(strobe_t *str)
-{
-    int sector;
-
-    // thinker_t thinker;
-    saveg_read_thinker_t(&str->thinker);
-
-    // sector_t* sector;
-    sector = saveg_read32();
-    str->sector = &sectors[sector];
-
-    // int count;
-    str->count = saveg_read32();
-
-    // int minlight;
-    str->minlight = saveg_read32();
-
-    // int maxlight;
-    str->maxlight = saveg_read32();
-
-    // int darktime;
-    str->darktime = saveg_read32();
-
-    // int brighttime;
-    str->brighttime = saveg_read32();
-}
-
-static void saveg_write_strobe_t(strobe_t *str)
-{
-    // thinker_t thinker;
-    saveg_write_thinker_t(&str->thinker);
-
-    // sector_t* sector;
-    saveg_write32(str->sector - sectors);
-
-    // int count;
-    saveg_write32(str->count);
-
-    // int minlight;
-    saveg_write32(str->minlight);
-
-    // int maxlight;
-    saveg_write32(str->maxlight);
-
-    // int darktime;
-    saveg_write32(str->darktime);
-
-    // int brighttime;
-    saveg_write32(str->brighttime);
-}
-
-//
-// glow_t
-//
-
-static void saveg_read_glow_t(glow_t *str)
-{
-    int sector;
-
-    // thinker_t thinker;
-    saveg_read_thinker_t(&str->thinker);
-
-    // sector_t* sector;
-    sector = saveg_read32();
-    str->sector = &sectors[sector];
-
-    // int minlight;
-    str->minlight = saveg_read32();
-
-    // int maxlight;
-    str->maxlight = saveg_read32();
-
-    // int direction;
-    str->direction = saveg_read32();
-}
-
-static void saveg_write_glow_t(glow_t *str)
-{
-    // thinker_t thinker;
-    saveg_write_thinker_t(&str->thinker);
-
-    // sector_t* sector;
-    saveg_write32(str->sector - sectors);
-
-    // int minlight;
-    saveg_write32(str->minlight);
-
-    // int maxlight;
-    saveg_write32(str->maxlight);
-
-    // int direction;
-    saveg_write32(str->direction);
-}
-
-//
-// Write the header for a savegame
-//
-
-void P_WriteSaveGameHeader(char *description)
-{
-    char name[VERSIONSIZE]; 
-    int i; 
-	
-    for (i=0; description[i] != '\0'; ++i)
-        saveg_write8(description[i]);
-    for (; i<SAVESTRINGSIZE; ++i)
-        saveg_write8(0);
-
-    memset (name,0,sizeof(name)); 
-    sprintf (name,"version %i",DOOM_VERSION); 
-
-    for (i=0; i<VERSIONSIZE; ++i)
-        saveg_write8(name[i]);
-	 
-    saveg_write8(gameskill);
-    saveg_write8(gameepisode);
-    saveg_write8(gamemap);
-
-    for (i=0 ; i<MAXPLAYERS ; i++) 
-        saveg_write8(playeringame[i]);
-
-    saveg_write8((leveltime >> 16) & 0xff);
-    saveg_write8((leveltime >> 8) & 0xff);
-    saveg_write8(leveltime & 0xff);
-}
-
-// 
-// Read the header for a savegame
-//
-
-boolean P_ReadSaveGameHeader(void)
-{
-    int	 i; 
-    byte a, b, c; 
-    char vcheck[VERSIONSIZE]; 
-    char read_vcheck[VERSIONSIZE];
-	 
-    // skip the description field 
-
-    for (i=0; i<SAVESTRINGSIZE; ++i)
-        saveg_read8();
-    
-    for (i=0; i<VERSIONSIZE; ++i)
-        read_vcheck[i] = saveg_read8();
-
-    memset (vcheck,0,sizeof(vcheck)); 
-    sprintf (vcheck,"version %i",DOOM_VERSION); 
-    if (strcmp(read_vcheck, vcheck) != 0)
-	return false;				// bad version 
-			 
-    gameskill = saveg_read8();
-    gameepisode = saveg_read8();
-    gamemap = saveg_read8();
-
-    for (i=0 ; i<MAXPLAYERS ; i++) 
-	playeringame[i] = saveg_read8();
-
-    // get the times 
-    a = saveg_read8();
-    b = saveg_read8();
-    c = saveg_read8();
-    leveltime = (a<<16) + (b<<8) + c; 
-
-    return true;
-}
-
-//
-// Read the end of file marker.  Returns true if read successfully.
-// 
-
-boolean P_ReadSaveGameEOF(void)
-{
-    int value;
-
-    value = saveg_read8();
-
-    return value == SAVEGAME_EOF;
-}
-
-//
-// Write the end of file marker
-//
-
-void P_WriteSaveGameEOF(void)
-{
-    saveg_write8(SAVEGAME_EOF);
-}
-
-//
-// P_ArchivePlayers
-//
-void P_ArchivePlayers (void)
-{
-    int		i;
-		
-    for (i=0 ; i<MAXPLAYERS ; i++)
-    {
-	if (!playeringame[i])
-	    continue;
-	
-	saveg_write_pad();
-
-        saveg_write_player_t(&players[i]);
-    }
-}
-
-
-
-//
-// P_UnArchivePlayers
-//
-void P_UnArchivePlayers (void)
-{
-    int		i;
-	
-    for (i=0 ; i<MAXPLAYERS ; i++)
-    {
-	if (!playeringame[i])
-	    continue;
-	
-	saveg_read_pad();
-
-        saveg_read_player_t(&players[i]);
-	
-	// will be set when unarc thinker
-	players[i].mo = NULL;	
-	players[i].message = NULL;
-	players[i].attacker = NULL;
-    }
-}
-
-
-//
-// P_ArchiveWorld
-//
-void P_ArchiveWorld (void)
-{
-    int			i;
-    int			j;
-    sector_t*		sec;
-    line_t*		li;
-    side_t*		si;
-    
-    // do sectors
-    for (i=0, sec = sectors ; i<numsectors ; i++,sec++)
-    {
-	saveg_write16(sec->floorheight >> FRACBITS);
-	saveg_write16(sec->ceilingheight >> FRACBITS);
-	saveg_write16(sec->floorpic);
-	saveg_write16(sec->ceilingpic);
-	saveg_write16(sec->lightlevel);
-	saveg_write16(sec->special);		// needed?
-	saveg_write16(sec->tag);		// needed?
-    }
-
-    
-    // do lines
-    for (i=0, li = lines ; i<numlines ; i++,li++)
-    {
-	saveg_write16(li->flags);
-	saveg_write16(li->special);
-	saveg_write16(li->tag);
-	for (j=0 ; j<2 ; j++)
-	{
-	    if (li->sidenum[j] == -1)
-		continue;
-	    
-	    si = &sides[li->sidenum[j]];
-
-	    saveg_write16(si->textureoffset >> FRACBITS);
-	    saveg_write16(si->rowoffset >> FRACBITS);
-	    saveg_write16(si->toptexture);
-	    saveg_write16(si->bottomtexture);
-	    saveg_write16(si->midtexture);	
-	}
-    }
-}
-
-
-
-//
-// P_UnArchiveWorld
-//
-void P_UnArchiveWorld (void)
-{
-    int			i;
-    int			j;
-    sector_t*		sec;
-    line_t*		li;
-    side_t*		si;
-    
-    // do sectors
-    for (i=0, sec = sectors ; i<numsectors ; i++,sec++)
-    {
-	sec->floorheight = saveg_read16() << FRACBITS;
-	sec->ceilingheight = saveg_read16() << FRACBITS;
-	sec->floorpic = saveg_read16();
-	sec->ceilingpic = saveg_read16();
-	sec->lightlevel = saveg_read16();
-	sec->special = saveg_read16();		// needed?
-	sec->tag = saveg_read16();		// needed?
-	sec->specialdata = 0;
-	sec->soundtarget = 0;
-    }
-    
-    // do lines
-    for (i=0, li = lines ; i<numlines ; i++,li++)
-    {
-	li->flags = saveg_read16();
-	li->special = saveg_read16();
-	li->tag = saveg_read16();
-	for (j=0 ; j<2 ; j++)
-	{
-	    if (li->sidenum[j] == -1)
-		continue;
-	    si = &sides[li->sidenum[j]];
-	    si->textureoffset = saveg_read16() << FRACBITS;
-	    si->rowoffset = saveg_read16() << FRACBITS;
-	    si->toptexture = saveg_read16();
-	    si->bottomtexture = saveg_read16();
-	    si->midtexture = saveg_read16();
-	}
-    }
-}
-
-
-
-
-
-//
-// Thinkers
-//
-typedef enum
-{
-    tc_end,
-    tc_mobj
-
-} thinkerclass_t;
-
-
-//
-// P_ArchiveThinkers
-//
-void P_ArchiveThinkers (void)
-{
-    thinker_t*		th;
-
-    // save off the current thinkers
-    for (th = thinkercap.next ; th != &thinkercap ; th=th->next)
-    {
-	if (th->function.acp1 == (actionf_p1)P_MobjThinker)
-	{
-            saveg_write8(tc_mobj);
-	    saveg_write_pad();
-            saveg_write_mobj_t((mobj_t *) th);
-
-	    continue;
-	}
-		
-	// I_Error ("P_ArchiveThinkers: Unknown thinker function");
-    }
-
-    // add a terminating marker
-    saveg_write8(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 = saveg_read8();
-	switch (tclass)
-	{
-	  case tc_end:
-	    return; 	// end of list
-			
-	  case tc_mobj:
-	    saveg_read_pad();
-	    mobj = Z_Malloc (sizeof(*mobj), PU_LEVEL, NULL);
-            saveg_read_mobj_t(mobj);
-
-	    mobj->target = NULL;
-            mobj->tracer = NULL;
-	    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;
-    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)
-	    {
-                saveg_write8(tc_ceiling);
-		saveg_write_pad();
-                saveg_write_ceiling_t((ceiling_t *) th);
-	    }
-	    continue;
-	}
-			
-	if (th->function.acp1 == (actionf_p1)T_MoveCeiling)
-	{
-            saveg_write8(tc_ceiling);
-	    saveg_write_pad();
-            saveg_write_ceiling_t((ceiling_t *) th);
-	    continue;
-	}
-			
-	if (th->function.acp1 == (actionf_p1)T_VerticalDoor)
-	{
-            saveg_write8(tc_door);
-	    saveg_write_pad();
-            saveg_write_vldoor_t((vldoor_t *) th);
-	    continue;
-	}
-			
-	if (th->function.acp1 == (actionf_p1)T_MoveFloor)
-	{
-            saveg_write8(tc_floor);
-	    saveg_write_pad();
-            saveg_write_floormove_t((floormove_t *) th);
-	    continue;
-	}
-			
-	if (th->function.acp1 == (actionf_p1)T_PlatRaise)
-	{
-            saveg_write8(tc_plat);
-	    saveg_write_pad();
-            saveg_write_plat_t((plat_t *) th);
-	    continue;
-	}
-			
-	if (th->function.acp1 == (actionf_p1)T_LightFlash)
-	{
-            saveg_write8(tc_flash);
-	    saveg_write_pad();
-            saveg_write_lightflash_t((lightflash_t *) th);
-	    continue;
-	}
-			
-	if (th->function.acp1 == (actionf_p1)T_StrobeFlash)
-	{
-            saveg_write8(tc_strobe);
-	    saveg_write_pad();
-            saveg_write_strobe_t((strobe_t *) th);
-	    continue;
-	}
-			
-	if (th->function.acp1 == (actionf_p1)T_Glow)
-	{
-            saveg_write8(tc_glow);
-	    saveg_write_pad();
-            saveg_write_glow_t((glow_t *) th);
-	    continue;
-	}
-    }
-	
-    // add a terminating marker
-    saveg_write8(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 = saveg_read8();
-
-	switch (tclass)
-	{
-	  case tc_endspecials:
-	    return;	// end of list
-			
-	  case tc_ceiling:
-	    saveg_read_pad();
-	    ceiling = Z_Malloc (sizeof(*ceiling), PU_LEVEL, NULL);
-            saveg_read_ceiling_t(ceiling);
-	    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:
-	    saveg_read_pad();
-	    door = Z_Malloc (sizeof(*door), PU_LEVEL, NULL);
-            saveg_read_vldoor_t(door);
-	    door->sector->specialdata = door;
-	    door->thinker.function.acp1 = (actionf_p1)T_VerticalDoor;
-	    P_AddThinker (&door->thinker);
-	    break;
-				
-	  case tc_floor:
-	    saveg_read_pad();
-	    floor = Z_Malloc (sizeof(*floor), PU_LEVEL, NULL);
-            saveg_read_floormove_t(floor);
-	    floor->sector->specialdata = floor;
-	    floor->thinker.function.acp1 = (actionf_p1)T_MoveFloor;
-	    P_AddThinker (&floor->thinker);
-	    break;
-				
-	  case tc_plat:
-	    saveg_read_pad();
-	    plat = Z_Malloc (sizeof(*plat), PU_LEVEL, NULL);
-            saveg_read_plat_t(plat);
-	    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:
-	    saveg_read_pad();
-	    flash = Z_Malloc (sizeof(*flash), PU_LEVEL, NULL);
-            saveg_read_lightflash_t(flash);
-	    flash->thinker.function.acp1 = (actionf_p1)T_LightFlash;
-	    P_AddThinker (&flash->thinker);
-	    break;
-				
-	  case tc_strobe:
-	    saveg_read_pad();
-	    strobe = Z_Malloc (sizeof(*strobe), PU_LEVEL, NULL);
-            saveg_read_strobe_t(strobe);
-	    strobe->thinker.function.acp1 = (actionf_p1)T_StrobeFlash;
-	    P_AddThinker (&strobe->thinker);
-	    break;
-				
-	  case tc_glow:
-	    saveg_read_pad();
-	    glow = Z_Malloc (sizeof(*glow), PU_LEVEL, NULL);
-            saveg_read_glow_t(glow);
-	    glow->thinker.function.acp1 = (actionf_p1)T_Glow;
-	    P_AddThinker (&glow->thinker);
-	    break;
-				
-	  default:
-	    I_Error ("P_UnarchiveSpecials:Unknown tclass %i "
-		     "in savegame",tclass);
-	}
-	
-    }
-
-}
-
--- a/src/strife/p_saveg.h
+++ /dev/null
@@ -1,69 +1,0 @@
-// Emacs style mode select   -*- C++ -*- 
-//-----------------------------------------------------------------------------
-//
-// Copyright(C) 1993-1996 Id Software, Inc.
-// Copyright(C) 2005 Simon Howard
-//
-// This program is free software; you can redistribute it and/or
-// modify it under the terms of the GNU General Public License
-// as published by the Free Software Foundation; either version 2
-// of the License, or (at your option) any later version.
-//
-// This program is distributed in the hope that it will be useful,
-// but WITHOUT ANY WARRANTY; without even the implied warranty of
-// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-// GNU General Public License for more details.
-//
-// You should have received a copy of the GNU General Public License
-// along with this program; if not, write to the Free Software
-// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
-// 02111-1307, USA.
-//
-// DESCRIPTION:
-//	Savegame I/O, archiving, persistence.
-//
-//-----------------------------------------------------------------------------
-
-
-#ifndef __P_SAVEG__
-#define __P_SAVEG__
-
-#include <stdio.h>
-
-// maximum size of a savegame description
-
-#define SAVESTRINGSIZE 24
-
-// temporary filename to use while saving.
-
-char *P_TempSaveGameFile(void);
-
-// filename to use for a savegame slot
-
-char *P_SaveGameFile(int slot);
-
-// Savegame file header read/write functions
-
-boolean P_ReadSaveGameHeader(void);
-void P_WriteSaveGameHeader(char *description);
-
-// Savegame end-of-file read/write functions
-
-boolean P_ReadSaveGameEOF(void);
-void P_WriteSaveGameEOF(void);
-
-// 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 FILE *save_stream;
-
-
-#endif
--- a/src/strife/p_setup.c
+++ /dev/null
@@ -1,753 +1,0 @@
-// Emacs style mode select   -*- C++ -*- 
-//-----------------------------------------------------------------------------
-//
-// Copyright(C) 1993-1996 Id Software, Inc.
-// Copyright(C) 2005 Simon Howard
-//
-// This program is free software; you can redistribute it and/or
-// modify it under the terms of the GNU General Public License
-// as published by the Free Software Foundation; either version 2
-// of the License, or (at your option) any later version.
-//
-// This program is distributed in the hope that it will be useful,
-// but WITHOUT ANY WARRANTY; without even the implied warranty of
-// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-// GNU General Public License for more details.
-//
-// You should have received a copy of the GNU General Public License
-// along with this program; if not, write to the Free Software
-// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
-// 02111-1307, USA.
-//
-// DESCRIPTION:
-//	Do all the WAD I/O, get map description,
-//	set up initial state and misc. LUTs.
-//
-//-----------------------------------------------------------------------------
-
-
-
-#include <math.h>
-
-#include "z_zone.h"
-
-#include "deh_main.h"
-#include "i_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.
-    W_ReleaseLumpNum(lump);
-}
-
-
-
-//
-// 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;
-    }
-	
-    W_ReleaseLumpNum(lump);
-}
-
-
-//
-// 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);
-    }
-	
-    W_ReleaseLumpNum(lump);
-}
-
-
-
-//
-// 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;
-    }
-	
-    W_ReleaseLumpNum(lump);
-}
-
-
-//
-// 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;
-	}
-    }
-	
-    W_ReleaseLumpNum(lump);
-}
-
-
-//
-// P_LoadThings
-//
-void P_LoadThings (int lump)
-{
-    byte               *data;
-    int			i;
-    mapthing_t         *mt;
-    mapthing_t          spawnthing;
-    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 (SHORT(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. 
-	spawnthing.x = SHORT(mt->x);
-	spawnthing.y = SHORT(mt->y);
-	spawnthing.angle = SHORT(mt->angle);
-	spawnthing.type = SHORT(mt->type);
-	spawnthing.options = SHORT(mt->options);
-	
-	P_SpawnMapThing(&spawnthing);
-    }
-
-    W_ReleaseLumpNum(lump);
-}
-
-
-//
-// 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;
-    }
-
-    W_ReleaseLumpNum(lump);
-}
-
-
-//
-// 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)];
-    }
-
-    W_ReleaseLumpNum(lump);
-}
-
-
-//
-// P_LoadBlockMap
-//
-void P_LoadBlockMap (int lump)
-{
-    int i;
-    int count;
-    int lumplen;
-
-    lumplen = W_LumpLength(lump);
-    count = lumplen / 2;
-	
-    blockmaplump = Z_Malloc(lumplen, PU_LEVEL, NULL);
-    W_ReadLump(lump, blockmaplump);
-    blockmap = blockmaplump + 4;
-
-    // Swap all short integers to native byte ordering.
-  
-    for (i=0; i<count; i++)
-    {
-	blockmaplump[i] = SHORT(blockmaplump[i]);
-    }
-		
-    // Read the header
-
-    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*sizeof(line_t *), PU_LEVEL, 0);
-
-    for (i=0; i<numsectors; ++i)
-    {
-        // Assign the line buffer for this sector
-
-        sectors[i].lines = linebuffer;
-        linebuffer += sectors[i].linecount;
-
-        // Reset linecount to zero so in the next stage we can count
-        // lines into the list.
-
-        sectors[i].linecount = 0;
-    }
-
-    // Assign lines to sectors
-
-    for (i=0; i<numlines; ++i)
-    { 
-        li = &lines[i];
-
-        if (li->frontsector != NULL)
-        {
-            sector = li->frontsector;
-
-            sector->lines[sector->linecount] = li;
-            ++sector->linecount;
-        }
-
-        if (li->backsector != NULL && li->frontsector != li->backsector)
-        {
-            sector = li->backsector;
-
-            sector->lines[sector->linecount] = li;
-            ++sector->linecount;
-        }
-    }
-    
-    // Generate bounding boxes for sectors
-	
-    sector = sectors;
-    for (i=0 ; i<numsectors ; i++, sector++)
-    {
-	M_ClearBox (bbox);
-
-	for (j=0 ; j<sector->linecount; j++)
-	{
-            li = sector->lines[j];
-
-            M_AddToBox (bbox, li->v1->x, li->v1->y);
-            M_AddToBox (bbox, li->v2->x, li->v2->y);
-	}
-
-	// 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, INT_MAX);
-	Z_FileDumpHeap (debugfile);
-    }
-    else
-#endif
-	Z_FreeTags (PU_LEVEL, PU_PURGELEVEL-1);
-
-
-    // UNUSED W_Profile ();
-    P_InitThinkers ();
-	   
-    // find map name
-    if ( gamemode == commercial)
-    {
-	if (map<10)
-	    sprintf (lumpname, DEH_String("map0%i"), map);
-	else
-	    sprintf (lumpname, DEH_String("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);
-}
-
-
-
--- a/src/strife/p_setup.h
+++ /dev/null
@@ -1,45 +1,0 @@
-// Emacs style mode select   -*- C++ -*- 
-//-----------------------------------------------------------------------------
-//
-// Copyright(C) 1993-1996 Id Software, Inc.
-// Copyright(C) 2005 Simon Howard
-//
-// This program is free software; you can redistribute it and/or
-// modify it under the terms of the GNU General Public License
-// as published by the Free Software Foundation; either version 2
-// of the License, or (at your option) any later version.
-//
-// This program is distributed in the hope that it will be useful,
-// but WITHOUT ANY WARRANTY; without even the implied warranty of
-// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-// GNU General Public License for more details.
-//
-// You should have received a copy of the GNU General Public License
-// along with this program; if not, write to the Free Software
-// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
-// 02111-1307, USA.
-//
-// DESCRIPTION:
-//   Setup a game, startup stuff.
-//
-//-----------------------------------------------------------------------------
-
-
-#ifndef __P_SETUP__
-#define __P_SETUP__
-
-
-
-
-// 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
--- a/src/strife/p_sight.c
+++ /dev/null
@@ -1,350 +1,0 @@
-// Emacs style mode select   -*- C++ -*- 
-//-----------------------------------------------------------------------------
-//
-// Copyright(C) 1993-1996 Id Software, Inc.
-// Copyright(C) 2005 Simon Howard
-//
-// This program is free software; you can redistribute it and/or
-// modify it under the terms of the GNU General Public License
-// as published by the Free Software Foundation; either version 2
-// of the License, or (at your option) any later version.
-//
-// This program is distributed in the hope that it will be useful,
-// but WITHOUT ANY WARRANTY; without even the implied warranty of
-// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-// GNU General Public License for more details.
-//
-// You should have received a copy of the GNU General Public License
-// along with this program; if not, write to the Free Software
-// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
-// 02111-1307, USA.
-//
-// DESCRIPTION:
-//	LineOfSight/Visibility checks, uses REJECT Lookup Table.
-//
-//-----------------------------------------------------------------------------
-
-
-
-#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);	
-}
-
-
--- a/src/strife/p_spec.c
+++ /dev/null
@@ -1,1498 +1,0 @@
-// Emacs style mode select   -*- C++ -*- 
-//-----------------------------------------------------------------------------
-//
-// Copyright(C) 1993-1996 Id Software, Inc.
-// Copyright(C) 2005 Simon Howard
-//
-// This program is free software; you can redistribute it and/or
-// modify it under the terms of the GNU General Public License
-// as published by the Free Software Foundation; either version 2
-// of the License, or (at your option) any later version.
-//
-// This program is distributed in the hope that it will be useful,
-// but WITHOUT ANY WARRANTY; without even the implied warranty of
-// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-// GNU General Public License for more details.
-//
-// You should have received a copy of the GNU General Public License
-// along with this program; if not, write to the Free Software
-// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
-// 02111-1307, USA.
-//
-// 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.
-//
-//-----------------------------------------------------------------------------
-
-
-#include <stdlib.h>
-
-#include "doomdef.h"
-#include "doomstat.h"
-
-#include "deh_main.h"
-#include "i_system.h"
-#include "z_zone.h"
-#include "m_argv.h"
-#include "m_misc.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
-{
-    int 	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,        "",             "",             0},
-};
-
-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++)
-    {
-        char *startname, *endname;
-
-        startname = DEH_String(animdefs[i].startname);
-        endname = DEH_String(animdefs[i].endname);
-
-	if (animdefs[i].istexture)
-	{
-	    // different episode ?
-	    if (R_CheckTextureNumForName(startname) == -1)
-		continue;	
-
-	    lastanim->picnum = R_TextureNumForName(endname);
-	    lastanim->basepic = R_TextureNumForName(startname);
-	}
-	else
-	{
-	    if (W_CheckNumForName(startname) == -1)
-		continue;
-
-	    lastanim->picnum = R_FlatNumForName(endname);
-	    lastanim->basepic = R_FlatNumForName(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",
-		     startname, 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.
-
-// Thanks to entryway for the Vanilla overflow emulation.
-
-// 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 + 2];
-
-    for (i=0, h=0; i < sec->linecount; i++)
-    {
-        check = sec->lines[i];
-        other = getNextSector(check,sec);
-
-        if (!other)
-            continue;
-        
-        if (other->floorheight > height)
-        {
-            // Emulation of memory (stack) overflow
-            if (h == MAX_ADJOINING_SECTORS + 1)
-            {
-                height = other->floorheight;
-            }
-            else if (h == MAX_ADJOINING_SECTORS + 2)
-            {
-                // Fatal overflow: game crashes at 22 textures
-                I_Error("Sector with more than 22 adjoining sectors. "
-                        "Vanilla will crash here");
-            }
-
-            heightlist[h++] = other->floorheight;
-        }
-    }
-    
-    // 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 = INT_MAX;
-	
-    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(&buttonlist[i].soundorg,sfx_swtchn);
-		memset(&buttonlist[i],0,sizeof(button_t));
-	    }
-	}
-}
-
-
-//
-// Donut overrun emulation
-//
-// Derived from the code from PrBoom+.  Thanks go to Andrey Budko (entryway)
-// as usual :-)
-//
-
-#define DONUT_FLOORHEIGHT_DEFAULT 0x00000000
-#define DONUT_FLOORPIC_DEFAULT 0x16
-
-static void DonutOverrun(fixed_t *s3_floorheight, short *s3_floorpic,
-                         line_t *line, sector_t *pillar_sector)
-{
-    static int first = 1;
-    static int tmp_s3_floorheight;
-    static int tmp_s3_floorpic;
-
-    extern int numflats;
-
-    if (first)
-    {
-        int p;
-
-        // This is the first time we have had an overrun.
-        first = 0;
-
-        // Default values
-        tmp_s3_floorheight = DONUT_FLOORHEIGHT_DEFAULT;
-        tmp_s3_floorpic = DONUT_FLOORPIC_DEFAULT;
-
-        //!
-        // @category compat
-        // @arg <x> <y>
-        //
-        // Use the specified magic values when emulating behavior caused
-        // by memory overruns from improperly constructed donuts.
-        // In Vanilla Doom this can differ depending on the operating
-        // system.  The default (if this option is not specified) is to
-        // emulate the behavior when running under Windows 98.
-
-        p = M_CheckParm("-donut");
-
-        if (p > 0 && p < myargc - 2)
-        {
-            // Dump of needed memory: (fixed_t)0000:0000 and (short)0000:0008
-            //
-            // C:\>debug
-            // -d 0:0
-            //
-            // DOS 6.22:
-            // 0000:0000    (57 92 19 00) F4 06 70 00-(16 00)
-            // DOS 7.1:
-            // 0000:0000    (9E 0F C9 00) 65 04 70 00-(16 00)
-            // Win98:
-            // 0000:0000    (00 00 00 00) 65 04 70 00-(16 00)
-            // DOSBox under XP:
-            // 0000:0000    (00 00 00 F1) ?? ?? ?? 00-(07 00)
-
-            M_StrToInt(myargv[p + 1], &tmp_s3_floorheight);
-            M_StrToInt(myargv[p + 2], &tmp_s3_floorpic);
-
-            if (tmp_s3_floorpic >= numflats)
-            {
-                fprintf(stderr,
-                        "DonutOverrun: The second parameter for \"-donut\" "
-                        "switch should be greater than 0 and less than number "
-                        "of flats (%d). Using default value (%d) instead. \n",
-                        numflats, DONUT_FLOORPIC_DEFAULT);
-                tmp_s3_floorpic = DONUT_FLOORPIC_DEFAULT;
-            }
-        }
-    }
-
-    /*
-    fprintf(stderr,
-            "Linedef: %d; Sector: %d; "
-            "New floor height: %d; New floor pic: %d\n",
-            line->iLineID, pillar_sector->iSectorID,
-            tmp_s3_floorheight >> 16, tmp_s3_floorpic);
-     */
-
-    *s3_floorheight = (fixed_t) tmp_s3_floorheight;
-    *s3_floorpic = (short) tmp_s3_floorpic;
-}
-
-
-//
-// 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;
-    fixed_t s3_floorheight;
-    short s3_floorpic;
-
-    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);
-
-        // Vanilla Doom does not check if the linedef is one sided.  The
-        // game does not crash, but reads invalid memory and causes the
-        // sector floor to move "down" to some unknown height.
-        // DOSbox prints a warning about an invalid memory access.
-        //
-        // I'm not sure exactly what invalid memory is being read.  This
-        // isn't something that should be done, anyway.
-        // Just print a warning and return.
-
-        if (s2 == NULL)
-        {
-            fprintf(stderr,
-                    "EV_DoDonut: linedef had no second sidedef! "
-                    "Unexpected behavior may occur in Vanilla Doom. \n");
-	    break;
-        }
-
-	for (i = 0; i < s2->linecount; i++)
-	{
-	    s3 = s2->lines[i]->backsector;
-
-	    if (s3 == s1)
-		continue;
-
-            if (s3 == NULL)
-            {
-                // e6y
-                // s3 is NULL, so
-                // s3->floorheight is an int at 0000:0000
-                // s3->floorpic is a short at 0000:0008
-                // Trying to emulate
-
-                fprintf(stderr,
-                        "EV_DoDonut: WARNING: emulating buffer overrun due to "
-                        "NULL back sector. "
-                        "Unexpected behavior may occur in Vanilla Doom.\n");
-
-                DonutOverrun(&s3_floorheight, &s3_floorpic, line, s1);
-            }
-            else
-            {
-                s3_floorheight = s3->floorheight;
-                s3_floorpic = s3->floorpic;
-            }
-
-	    //	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(DEH_String("texture2")) >= 0)
-	episode = 2;
-
-    
-    // See if -TIMER was specified.
-
-    if (timelimit > 0)
-    {
-        levelTimer = true;
-        levelTimeCount = timelimit * 60 * TICRATE;
-    }
-    else
-    {
-	levelTimer = false;
-    }
-    
-    //	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();
-}
--- a/src/strife/p_spec.h
+++ /dev/null
@@ -1,645 +1,0 @@
-// Emacs style mode select   -*- C++ -*- 
-//-----------------------------------------------------------------------------
-//
-// Copyright(C) 1993-1996 Id Software, Inc.
-// Copyright(C) 2005 Simon Howard
-//
-// This program is free software; you can redistribute it and/or
-// modify it under the terms of the GNU General Public License
-// as published by the Free Software Foundation; either version 2
-// of the License, or (at your option) any later version.
-//
-// This program is distributed in the hope that it will be useful,
-// but WITHOUT ANY WARRANTY; without even the implied warranty of
-// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-// GNU General Public License for more details.
-//
-// You should have received a copy of the GNU General Public License
-// along with this program; if not, write to the Free Software
-// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
-// 02111-1307, USA.
-//
-// 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;
-    degenmobj_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
--- a/src/strife/p_switch.c
+++ /dev/null
@@ -1,656 +1,0 @@
-// Emacs style mode select   -*- C++ -*- 
-//-----------------------------------------------------------------------------
-//
-// Copyright(C) 1993-1996 Id Software, Inc.
-// Copyright(C) 2005 Simon Howard
-//
-// This program is free software; you can redistribute it and/or
-// modify it under the terms of the GNU General Public License
-// as published by the Free Software Foundation; either version 2
-// of the License, or (at your option) any later version.
-//
-// This program is distributed in the hope that it will be useful,
-// but WITHOUT ANY WARRANTY; without even the implied warranty of
-// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-// GNU General Public License for more details.
-//
-// You should have received a copy of the GNU General Public License
-// along with this program; if not, write to the Free Software
-// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
-// 02111-1307, USA.
-//
-//
-// DESCRIPTION:
-//	Switches, buttons. Two-state animation. Exits.
-//
-//-----------------------------------------------------------------------------
-
-#include <stdio.h>
-
-#include "i_system.h"
-#include "deh_main.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 || gamemode == retail)
-	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(DEH_String(alphSwitchList[i].name1));
-	    switchlist[index++] = R_TextureNumForName(DEH_String(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 = &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;
-}
-
--- a/src/strife/p_telept.c
+++ /dev/null
@@ -1,142 +1,0 @@
-// Emacs style mode select   -*- C++ -*- 
-//-----------------------------------------------------------------------------
-//
-// Copyright(C) 1993-1996 Id Software, Inc.
-// Copyright(C) 2005 Simon Howard
-//
-// This program is free software; you can redistribute it and/or
-// modify it under the terms of the GNU General Public License
-// as published by the Free Software Foundation; either version 2
-// of the License, or (at your option) any later version.
-//
-// This program is distributed in the hope that it will be useful,
-// but WITHOUT ANY WARRANTY; without even the implied warranty of
-// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-// GNU General Public License for more details.
-//
-// You should have received a copy of the GNU General Public License
-// along with this program; if not, write to the Free Software
-// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
-// 02111-1307, USA.
-//
-// DESCRIPTION:
-//	Teleportation.
-//
-//-----------------------------------------------------------------------------
-
-
-
-
-#include "doomdef.h"
-#include "doomstat.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;
-		
-                // fraggle: this was changed in final doom, 
-                // problem between normal doom2 1.9 and final doom
-                //
-                // Note that although chex.exe is based on Final Doom,
-                // it does not have this quirk.
-
-                if (gameversion < exe_final || gameversion == exe_chex)
-		    thing->z = thing->floorz;
-                
-		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;
-}
-
--- a/src/strife/p_tick.c
+++ /dev/null
@@ -1,159 +1,0 @@
-// Emacs style mode select   -*- C++ -*- 
-//-----------------------------------------------------------------------------
-//
-// Copyright(C) 1993-1996 Id Software, Inc.
-// Copyright(C) 2005 Simon Howard
-//
-// This program is free software; you can redistribute it and/or
-// modify it under the terms of the GNU General Public License
-// as published by the Free Software Foundation; either version 2
-// of the License, or (at your option) any later version.
-//
-// This program is distributed in the hope that it will be useful,
-// but WITHOUT ANY WARRANTY; without even the implied warranty of
-// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-// GNU General Public License for more details.
-//
-// You should have received a copy of the GNU General Public License
-// along with this program; if not, write to the Free Software
-// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
-// 02111-1307, USA.
-//
-// DESCRIPTION:
-//	Archiving: SaveGame I/O.
-//	Thinker, Ticker.
-//
-//-----------------------------------------------------------------------------
-
-
-#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++;	
-}
--- a/src/strife/p_tick.h
+++ /dev/null
@@ -1,41 +1,0 @@
-// Emacs style mode select   -*- C++ -*- 
-//-----------------------------------------------------------------------------
-//
-// Copyright(C) 1993-1996 Id Software, Inc.
-// Copyright(C) 2005 Simon Howard
-//
-// This program is free software; you can redistribute it and/or
-// modify it under the terms of the GNU General Public License
-// as published by the Free Software Foundation; either version 2
-// of the License, or (at your option) any later version.
-//
-// This program is distributed in the hope that it will be useful,
-// but WITHOUT ANY WARRANTY; without even the implied warranty of
-// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-// GNU General Public License for more details.
-//
-// You should have received a copy of the GNU General Public License
-// along with this program; if not, write to the Free Software
-// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
-// 02111-1307, USA.
-//
-// DESCRIPTION:
-//	?
-//
-//-----------------------------------------------------------------------------
-
-
-#ifndef __P_TICK__
-#define __P_TICK__
-
-
-
-
-// Called by C_Ticker,
-// can call G_PlayerExited.
-// Carries out all thinking of monsters and players.
-void P_Ticker (void);
-
-
-
-#endif
--- a/src/strife/p_user.c
+++ /dev/null
@@ -1,387 +1,0 @@
-// Emacs style mode select   -*- C++ -*- 
-//-----------------------------------------------------------------------------
-//
-// Copyright(C) 1993-1996 Id Software, Inc.
-// Copyright(C) 2005 Simon Howard
-//
-// This program is free software; you can redistribute it and/or
-// modify it under the terms of the GNU General Public License
-// as published by the Free Software Foundation; either version 2
-// of the License, or (at your option) any later version.
-//
-// This program is distributed in the hope that it will be useful,
-// but WITHOUT ANY WARRANTY; without even the implied warranty of
-// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-// GNU General Public License for more details.
-//
-// You should have received a copy of the GNU General Public License
-// along with this program; if not, write to the Free Software
-// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
-// 02111-1307, USA.
-//
-// DESCRIPTION:
-//	Player related stuff.
-//	Bobbing POV/weapon, movement.
-//	Pending weapon.
-//
-//-----------------------------------------------------------------------------
-
-
-
-
-#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;
-}
-
-
--- a/src/strife/r_bsp.c
+++ /dev/null
@@ -1,581 +1,0 @@
-// Emacs style mode select   -*- C++ -*- 
-//-----------------------------------------------------------------------------
-//
-// Copyright(C) 1993-1996 Id Software, Inc.
-// Copyright(C) 2005 Simon Howard
-//
-// This program is free software; you can redistribute it and/or
-// modify it under the terms of the GNU General Public License
-// as published by the Free Software Foundation; either version 2
-// of the License, or (at your option) any later version.
-//
-// This program is distributed in the hope that it will be useful,
-// but WITHOUT ANY WARRANTY; without even the implied warranty of
-// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-// GNU General Public License for more details.
-//
-// You should have received a copy of the GNU General Public License
-// along with this program; if not, write to the Free Software
-// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
-// 02111-1307, USA.
-//
-// DESCRIPTION:
-//	BSP traversal, handling of LineSegs for rendering.
-//
-//-----------------------------------------------------------------------------
-
-
-
-
-#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]);
-}
-
-
--- a/src/strife/r_bsp.h
+++ /dev/null
@@ -1,69 +1,0 @@
-// Emacs style mode select   -*- C++ -*- 
-//-----------------------------------------------------------------------------
-//
-// Copyright(C) 1993-1996 Id Software, Inc.
-// Copyright(C) 2005 Simon Howard
-//
-// This program is free software; you can redistribute it and/or
-// modify it under the terms of the GNU General Public License
-// as published by the Free Software Foundation; either version 2
-// of the License, or (at your option) any later version.
-//
-// This program is distributed in the hope that it will be useful,
-// but WITHOUT ANY WARRANTY; without even the implied warranty of
-// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-// GNU General Public License for more details.
-//
-// You should have received a copy of the GNU General Public License
-// along with this program; if not, write to the Free Software
-// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
-// 02111-1307, USA.
-//
-// DESCRIPTION:
-//	Refresh module, BSP traversal and handling.
-//
-//-----------------------------------------------------------------------------
-
-
-#ifndef __R_BSP__
-#define __R_BSP__
-
-
-
-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
--- a/src/strife/r_data.c
+++ /dev/null
@@ -1,909 +1,0 @@
-// Emacs style mode select   -*- C++ -*- 
-//-----------------------------------------------------------------------------
-//
-// Copyright(C) 1993-1996 Id Software, Inc.
-// Copyright(C) 2005 Simon Howard
-//
-// This program is free software; you can redistribute it and/or
-// modify it under the terms of the GNU General Public License
-// as published by the Free Software Foundation; either version 2
-// of the License, or (at your option) any later version.
-//
-// This program is distributed in the hope that it will be useful,
-// but WITHOUT ANY WARRANTY; without even the implied warranty of
-// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-// GNU General Public License for more details.
-//
-// You should have received a copy of the GNU General Public License
-// along with this program; if not, write to the Free Software
-// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
-// 02111-1307, USA.
-//
-// DESCRIPTION:
-//	Preparation of data for rendering,
-//	generation of lookups, caching, retrieval by name.
-//
-//-----------------------------------------------------------------------------
-
-#include <stdio.h>
-
-#include "deh_main.h"
-#include "i_swap.h"
-#include "i_system.h"
-#include "z_zone.h"
-
-
-#include "w_wad.h"
-
-#include "doomdef.h"
-#include "r_local.h"
-#include "p_local.h"
-
-#include "doomstat.h"
-#include "r_sky.h"
-
-
-#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;
-} PACKEDATTR 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];
-    int			masked;	
-    short		width;
-    short		height;
-    int                 obsolete;
-    short		patchcount;
-    mappatch_t	patches[1];
-} PACKEDATTR 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.
-    short	originx;	
-    short	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 texture_s texture_t;
-
-struct texture_s
-{
-    // Keep name for switch changing, etc.
-    char	name[8];		
-    short	width;
-    short	height;
-
-    // Index in textures list
-
-    int         index;
-
-    // Next in hash table chain
-
-    texture_t  *next;
-    
-    // All the patches[patchcount]
-    //  are drawn back to front into the cached texture.
-    short	patchcount;
-    texpatch_t	patches[1];		
-};
-
-
-
-int		firstflat;
-int		lastflat;
-int		numflats;
-
-int		firstpatch;
-int		lastpatch;
-int		numpatches;
-
-int		firstspritelump;
-int		lastspritelump;
-int		numspritelumps;
-
-int		numtextures;
-texture_t**	textures;
-texture_t**     textures_hashtable;
-
-
-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 *) Z_Malloc(texture->width, PU_STATIC, &patchcount);
-    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;
-	}
-    }
-
-    Z_Free(patchcount);
-}
-
-
-
-
-//
-// 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;
-}
-
-
-static void GenerateTextureHashTable(void)
-{
-    int i;
-    int key;
-
-    textures_hashtable 
-            = Z_Malloc(sizeof(texture_t *) * numtextures, PU_STATIC, 0);
-
-    memset(textures_hashtable, 0, sizeof(texture_t *) * numtextures);
-
-    // Add all textures to hash table
-
-    for (i=0; i<numtextures; ++i)
-    {
-        // Store index
-
-        textures[i]->index = i;
-
-        // Hook into hash table
-
-        key = W_LumpNameHash(textures[i]->name) % numtextures;
-
-        textures[i]->next = textures_hashtable[key];
-        textures_hashtable[key] = textures[i];
-    }
-}
-
-
-//
-// 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 (DEH_String("PNAMES"), PU_STATIC);
-    nummappatches = LONG ( *((int *)names) );
-    name_p = names+4;
-    patchlookup = Z_Malloc(nummappatches*sizeof(*patchlookup), PU_STATIC, NULL);
-    
-    for (i=0 ; i<nummappatches ; i++)
-    {
-	strncpy (name,name_p+i*8, 8);
-	patchlookup[i] = W_CheckNumForName (name);
-    }
-    W_ReleaseLumpName(DEH_String("PNAMES"));
-    
-    // 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 (DEH_String("TEXTURE1"), PU_STATIC);
-    numtextures1 = LONG(*maptex);
-    maxoff = W_LumpLength (W_GetNumForName (DEH_String("TEXTURE1")));
-    directory = maptex+1;
-	
-    if (W_CheckNumForName (DEH_String("TEXTURE2")) != -1)
-    {
-	maptex2 = W_CacheLumpName (DEH_String("TEXTURE2"), PU_STATIC);
-	numtextures2 = LONG(*maptex2);
-	maxoff2 = W_LumpLength (W_GetNumForName (DEH_String("TEXTURE2")));
-    }
-    else
-    {
-	maptex2 = NULL;
-	numtextures2 = 0;
-	maxoff2 = 0;
-    }
-    numtextures = numtextures1 + numtextures2;
-	
-    textures = Z_Malloc (numtextures * sizeof(*textures), PU_STATIC, 0);
-    texturecolumnlump = Z_Malloc (numtextures * sizeof(*texturecolumnlump), PU_STATIC, 0);
-    texturecolumnofs = Z_Malloc (numtextures * sizeof(*texturecolumnofs), PU_STATIC, 0);
-    texturecomposite = Z_Malloc (numtextures * sizeof(*texturecomposite), PU_STATIC, 0);
-    texturecompositesize = Z_Malloc (numtextures * sizeof(*texturecompositesize), PU_STATIC, 0);
-    texturewidthmask = Z_Malloc (numtextures * sizeof(*texturewidthmask), PU_STATIC, 0);
-    textureheight = Z_Malloc (numtextures * sizeof(*textureheight), PU_STATIC, 0);
-
-    totalwidth = 0;
-    
-    //	Really complex printing shit...
-    temp1 = W_GetNumForName (DEH_String("S_START"));  // P_???????
-    temp2 = W_GetNumForName (DEH_String("S_END")) - 1;
-    temp3 = ((temp2-temp1+63)/64) + ((numtextures+63)/64);
-
-    // If stdout is a real console, use the classic vanilla "filling
-    // up the box" effect, which uses backspace to "step back" inside
-    // the box.  If stdout is a file, don't draw the box.
-
-    if (I_ConsoleStdout())
-    {
-        printf("[");
-        for (i = 0; i < temp3 + 9; i++)
-            printf(" ");
-        printf("]");
-        for (i = 0; i < temp3 + 10; i++)
-            printf("\b");
-    }
-	
-    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*sizeof(**texturecolumnlump), PU_STATIC,0);
-	texturecolumnofs[i] = Z_Malloc (texture->width*sizeof(**texturecolumnofs), 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(patchlookup);
-
-    W_ReleaseLumpName(DEH_String("TEXTURE1"));
-    if (maptex2)
-        W_ReleaseLumpName(DEH_String("TEXTURE2"));
-    
-    // Precalculate whatever possible.	
-
-    for (i=0 ; i<numtextures ; i++)
-	R_GenerateLookup (i);
-    
-    // Create translation table for global animation.
-    texturetranslation = Z_Malloc ((numtextures+1)*sizeof(*texturetranslation), PU_STATIC, 0);
-    
-    for (i=0 ; i<numtextures ; i++)
-	texturetranslation[i] = i;
-
-    GenerateTextureHashTable();
-}
-
-
-
-//
-// R_InitFlats
-//
-void R_InitFlats (void)
-{
-    int		i;
-	
-    firstflat = W_GetNumForName (DEH_String("F_START")) + 1;
-    lastflat = W_GetNumForName (DEH_String("F_END")) - 1;
-    numflats = lastflat - firstflat + 1;
-	
-    // Create translation table for global animation.
-    flattranslation = Z_Malloc ((numflats+1)*sizeof(*flattranslation), 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 (DEH_String("S_START")) + 1;
-    lastspritelump = W_GetNumForName (DEH_String("S_END")) - 1;
-    
-    numspritelumps = lastspritelump - firstspritelump + 1;
-    spritewidth = Z_Malloc (numspritelumps*sizeof(*spritewidth), PU_STATIC, 0);
-    spriteoffset = Z_Malloc (numspritelumps*sizeof(*spriteoffset), PU_STATIC, 0);
-    spritetopoffset = Z_Malloc (numspritelumps*sizeof(*spritetopoffset), 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(DEH_String("COLORMAP"));
-    length = W_LumpLength (lump);
-    colormaps = W_CacheLumpNum(lump, PU_STATIC);
-}
-
-
-
-//
-// 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 (".");
-    R_InitFlats ();
-    printf (".");
-    R_InitSpriteLumps ();
-    printf (".");
-    R_InitColormaps ();
-}
-
-
-
-//
-// 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)
-{
-    texture_t *texture;
-    int key;
-
-    // "NoTexture" marker.
-    if (name[0] == '-')		
-	return 0;
-		
-    key = W_LumpNameHash(name) % numtextures;
-
-    texture=textures_hashtable[key]; 
-    
-    while (texture != NULL)
-    {
-	if (!strncasecmp (texture->name, name, 8) )
-	    return texture->index;
-
-        texture = texture->next;
-    }
-    
-    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 = Z_Malloc(numflats, PU_STATIC, NULL);
-    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);
-	}
-    }
-
-    Z_Free(flatpresent);
-    
-    // Precache textures.
-    texturepresent = Z_Malloc(numtextures, PU_STATIC, NULL);
-    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);
-	}
-    }
-
-    Z_Free(texturepresent);
-    
-    // Precache sprites.
-    spritepresent = Z_Malloc(numsprites, PU_STATIC, NULL);
-    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);
-	    }
-	}
-    }
-
-    Z_Free(spritepresent);
-}
-
-
-
-
--- a/src/strife/r_data.h
+++ /dev/null
@@ -1,59 +1,0 @@
-// Emacs style mode select   -*- C++ -*- 
-//-----------------------------------------------------------------------------
-//
-// Copyright(C) 1993-1996 Id Software, Inc.
-// Copyright(C) 2005 Simon Howard
-//
-// This program is free software; you can redistribute it and/or
-// modify it under the terms of the GNU General Public License
-// as published by the Free Software Foundation; either version 2
-// of the License, or (at your option) any later version.
-//
-// This program is distributed in the hope that it will be useful,
-// but WITHOUT ANY WARRANTY; without even the implied warranty of
-// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-// GNU General Public License for more details.
-//
-// You should have received a copy of the GNU General Public License
-// along with this program; if not, write to the Free Software
-// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
-// 02111-1307, USA.
-//
-// 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"
-
-
-// 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
--- a/src/strife/r_defs.h
+++ /dev/null
@@ -1,456 +1,0 @@
-// Emacs style mode select   -*- C++ -*- 
-//-----------------------------------------------------------------------------
-//
-// Copyright(C) 1993-1996 Id Software, Inc.
-// Copyright(C) 2005 Simon Howard
-//
-// This program is free software; you can redistribute it and/or
-// modify it under the terms of the GNU General Public License
-// as published by the Free Software Foundation; either version 2
-// of the License, or (at your option) any later version.
-//
-// This program is distributed in the hope that it will be useful,
-// but WITHOUT ANY WARRANTY; without even the implied warranty of
-// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-// GNU General Public License for more details.
-//
-// You should have received a copy of the GNU General Public License
-// along with this program; if not, write to the Free Software
-// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
-// 02111-1307, USA.
-//
-// 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"
-
-#include "i_video.h"
-
-#include "v_patch.h"
-
-
-
-
-// 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;
-
-
-
-
-// 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;
-
-
-
-// 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
--- a/src/strife/r_draw.c
+++ /dev/null
@@ -1,979 +1,0 @@
-// Emacs style mode select   -*- C++ -*- 
-//-----------------------------------------------------------------------------
-//
-// Copyright(C) 1993-1996 Id Software, Inc.
-// Copyright(C) 2005 Simon Howard
-//
-// This program is free software; you can redistribute it and/or
-// modify it under the terms of the GNU General Public License
-// as published by the Free Software Foundation; either version 2
-// of the License, or (at your option) any later version.
-//
-// This program is distributed in the hope that it will be useful,
-// but WITHOUT ANY WARRANTY; without even the implied warranty of
-// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-// GNU General Public License for more details.
-//
-// You should have received a copy of the GNU General Public License
-// along with this program; if not, write to the Free Software
-// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
-// 02111-1307, USA.
-//
-// DESCRIPTION:
-//	The actual span/column drawing functions.
-//	Here find the main potential for optimization,
-//	 e.g. inline assembly, different algorithms.
-//
-//-----------------------------------------------------------------------------
-
-
-
-
-#include "doomdef.h"
-#include "deh_main.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];	
- 
-// Backing buffer containing the bezel drawn around the screen and 
-// surrounding background.
-
-static byte *background_buffer = NULL;
-
-
-//
-// 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;	 
-    int                 x;
- 
-    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.
-    x = dc_x << 1;
-    
-    dest = ylookup[dc_yl] + columnofs[x];
-    dest2 = ylookup[dc_yl] + columnofs[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
-    
-    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--); 
-} 
-
-// low detail mode version
- 
-void R_DrawFuzzColumnLow (void) 
-{ 
-    int			count; 
-    byte*		dest; 
-    byte*		dest2; 
-    fixed_t		frac;
-    fixed_t		fracstep;	 
-    int x;
-
-    // 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; 
-
-    // low detail mode, need to multiply by 2
-    
-    x = dc_x << 1;
-    
-#ifdef RANGECHECK 
-    if ((unsigned)x >= SCREENWIDTH
-	|| dc_yl < 0 || dc_yh >= SCREENHEIGHT)
-    {
-	I_Error ("R_DrawFuzzColumn: %i to %i at %i",
-		 dc_yl, dc_yh, dc_x);
-    }
-#endif
-    
-    dest = ylookup[dc_yl] + columnofs[x];
-    dest2 = ylookup[dc_yl] + columnofs[x+1];
-
-    // 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]]]; 
-	*dest2 = colormaps[6*256+dest2[fuzzoffset[fuzzpos]]]; 
-
-	// Clamp table lookup index.
-	if (++fuzzpos == FUZZTABLE) 
-	    fuzzpos = 0;
-	
-	dest += SCREENWIDTH;
-	dest2 += 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 
-
-
-    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--); 
-} 
-
-void R_DrawTranslatedColumnLow (void) 
-{ 
-    int			count; 
-    byte*		dest; 
-    byte*		dest2; 
-    fixed_t		frac;
-    fixed_t		fracstep;	 
-    int                 x;
- 
-    count = dc_yh - dc_yl; 
-    if (count < 0) 
-	return; 
-
-    // low detail, need to scale by 2
-    x = dc_x << 1;
-				 
-#ifdef RANGECHECK 
-    if ((unsigned)x >= SCREENWIDTH
-	|| dc_yl < 0
-	|| dc_yh >= SCREENHEIGHT)
-    {
-	I_Error ( "R_DrawColumn: %i to %i at %i",
-		  dc_yl, dc_yh, x);
-    }
-    
-#endif 
-
-
-    dest = ylookup[dc_yl] + columnofs[x]; 
-    dest2 = ylookup[dc_yl] + columnofs[x+1]; 
-
-    // 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]]];
-	*dest2 = dc_colormap[dc_translation[dc_source[frac>>FRACBITS]]];
-	dest += SCREENWIDTH;
-	dest2 += 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, PU_STATIC, 0);
-    
-    // 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; 
-    
-    count = (ds_x2 - ds_x1); 
-
-    // Blocky mode, need to multiply by 2.
-    ds_x1 <<= 1;
-    ds_x2 <<= 1;
-    
-    dest = ylookup[ds_y] + columnofs[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] = I_VideoBuffer + (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 = DEH_String("FLOOR7_2");
-
-    // DOOM II border patch.
-    char *name2 = DEH_String("GRNROCK");
-
-    char *name;
-
-    // If we are running full screen, there is no need to do any of this,
-    // and the background buffer can be freed if it was previously in use.
-
-    if (scaledviewwidth == SCREENWIDTH)
-    {
-        if (background_buffer != NULL)
-        {
-            Z_Free(background_buffer);
-            background_buffer = NULL;
-        }
-
-	return;
-    }
-
-    // Allocate the background buffer if necessary
-	
-    if (background_buffer == NULL)
-    {
-        background_buffer = Z_Malloc(SCREENWIDTH * (SCREENHEIGHT - SBARHEIGHT),
-                                     PU_STATIC, NULL);
-    }
-
-    if (gamemode == commercial)
-	name = name2;
-    else
-	name = name1;
-    
-    src = W_CacheLumpName(name, PU_CACHE); 
-    dest = background_buffer;
-	 
-    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); 
-	} 
-    } 
-     
-    // Draw screen and bezel; this is done to a separate screen buffer.
-
-    V_UseBuffer(background_buffer);
-
-    patch = W_CacheLumpName(DEH_String("brdr_t"),PU_CACHE);
-
-    for (x=0 ; x<scaledviewwidth ; x+=8)
-	V_DrawPatch(viewwindowx+x, viewwindowy-8, patch);
-    patch = W_CacheLumpName(DEH_String("brdr_b"),PU_CACHE);
-
-    for (x=0 ; x<scaledviewwidth ; x+=8)
-	V_DrawPatch(viewwindowx+x, viewwindowy+viewheight, patch);
-    patch = W_CacheLumpName(DEH_String("brdr_l"),PU_CACHE);
-
-    for (y=0 ; y<viewheight ; y+=8)
-	V_DrawPatch(viewwindowx-8, viewwindowy+y, patch);
-    patch = W_CacheLumpName(DEH_String("brdr_r"),PU_CACHE);
-
-    for (y=0 ; y<viewheight ; y+=8)
-	V_DrawPatch(viewwindowx+scaledviewwidth, viewwindowy+y, patch);
-
-    // Draw beveled edge. 
-    V_DrawPatch(viewwindowx-8,
-                viewwindowy-8,
-                W_CacheLumpName(DEH_String("brdr_tl"),PU_CACHE));
-    
-    V_DrawPatch(viewwindowx+scaledviewwidth,
-                viewwindowy-8,
-                W_CacheLumpName(DEH_String("brdr_tr"),PU_CACHE));
-    
-    V_DrawPatch(viewwindowx-8,
-                viewwindowy+viewheight,
-                W_CacheLumpName(DEH_String("brdr_bl"),PU_CACHE));
-    
-    V_DrawPatch(viewwindowx+scaledviewwidth,
-                viewwindowy+viewheight,
-                W_CacheLumpName(DEH_String("brdr_br"),PU_CACHE));
-
-    V_RestoreBuffer();
-} 
- 
-
-//
-// 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.
-
-    if (background_buffer != NULL)
-    {
-        memcpy(I_VideoBuffer + ofs, background_buffer + 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); 
-} 
- 
- 
--- a/src/strife/r_draw.h
+++ /dev/null
@@ -1,112 +1,0 @@
-// Emacs style mode select   -*- C++ -*- 
-//-----------------------------------------------------------------------------
-//
-// Copyright(C) 1993-1996 Id Software, Inc.
-// Copyright(C) 2005 Simon Howard
-//
-// This program is free software; you can redistribute it and/or
-// modify it under the terms of the GNU General Public License
-// as published by the Free Software Foundation; either version 2
-// of the License, or (at your option) any later version.
-//
-// This program is distributed in the hope that it will be useful,
-// but WITHOUT ANY WARRANTY; without even the implied warranty of
-// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-// GNU General Public License for more details.
-//
-// You should have received a copy of the GNU General Public License
-// along with this program; if not, write to the Free Software
-// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
-// 02111-1307, USA.
-//
-// DESCRIPTION:
-//	System specific interface stuff.
-//
-//-----------------------------------------------------------------------------
-
-
-#ifndef __R_DRAW__
-#define __R_DRAW__
-
-
-
-
-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
--- a/src/strife/r_local.h
+++ /dev/null
@@ -1,53 +1,0 @@
-// Emacs style mode select   -*- C++ -*- 
-//-----------------------------------------------------------------------------
-//
-// Copyright(C) 1993-1996 Id Software, Inc.
-// Copyright(C) 2005 Simon Howard
-//
-// This program is free software; you can redistribute it and/or
-// modify it under the terms of the GNU General Public License
-// as published by the Free Software Foundation; either version 2
-// of the License, or (at your option) any later version.
-//
-// This program is distributed in the hope that it will be useful,
-// but WITHOUT ANY WARRANTY; without even the implied warranty of
-// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-// GNU General Public License for more details.
-//
-// You should have received a copy of the GNU General Public License
-// along with this program; if not, write to the Free Software
-// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
-// 02111-1307, USA.
-//
-// 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__
--- a/src/strife/r_main.c
+++ /dev/null
@@ -1,899 +1,0 @@
-// Emacs style mode select   -*- C++ -*- 
-//-----------------------------------------------------------------------------
-//
-// Copyright(C) 1993-1996 Id Software, Inc.
-// Copyright(C) 2005 Simon Howard
-//
-// This program is free software; you can redistribute it and/or
-// modify it under the terms of the GNU General Public License
-// as published by the Free Software Foundation; either version 2
-// of the License, or (at your option) any later version.
-//
-// This program is distributed in the hope that it will be useful,
-// but WITHOUT ANY WARRANTY; without even the implied warranty of
-// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-// GNU General Public License for more details.
-//
-// You should have received a copy of the GNU General Public License
-// along with this program; if not, write to the Free Software
-// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
-// 02111-1307, USA.
-//
-// DESCRIPTION:
-//	Rendering main loop and setup functions,
-//	 utility functions (BSP, geometry, trigonometry).
-//	See tables.c, too.
-//
-//-----------------------------------------------------------------------------
-
-
-
-
-
-#include <stdlib.h>
-#include <math.h>
-
-
-#include "doomdef.h"
-#include "d_net.h"
-
-#include "m_bbox.h"
-#include "m_menu.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];
-
-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;
-    fixed_t     frac;
-	
-    dx = abs(x - viewx);
-    dy = abs(y - viewy);
-	
-    if (dy>dx)
-    {
-	temp = dx;
-	dx = dy;
-	dy = temp;
-    }
-
-    // Fix crashes in udm1.wad
-
-    if (dx != 0)
-    {
-        frac = FixedDiv(dy, dx);
-    }
-    else
-    {
-	frac = 0;
-    }
-	
-    angle = (tantoangle[frac>>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;
-    angle_t		anglea;
-    angle_t		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_DrawFuzzColumnLow;
-	transcolfunc = R_DrawTranslatedColumnLow;
-	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
-//
-
-
-
-void R_Init (void)
-{
-    R_InitData ();
-    printf (".");
-    R_InitPointToAngle ();
-    printf (".");
-    R_InitTables ();
-    // viewwidth / viewheight / detailLevel are set by the defaults
-    printf (".");
-
-    R_SetViewSize (screenblocks, detailLevel);
-    R_InitPlanes ();
-    printf (".");
-    R_InitLightTables ();
-    printf (".");
-    R_InitSkyMap ();
-    R_InitTranslationTables ();
-    printf (".");
-	
-    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 ();				
-}
--- a/src/strife/r_main.h
+++ /dev/null
@@ -1,170 +1,0 @@
-// Emacs style mode select   -*- C++ -*- 
-//-----------------------------------------------------------------------------
-//
-// Copyright(C) 1993-1996 Id Software, Inc.
-// Copyright(C) 2005 Simon Howard
-//
-// This program is free software; you can redistribute it and/or
-// modify it under the terms of the GNU General Public License
-// as published by the Free Software Foundation; either version 2
-// of the License, or (at your option) any later version.
-//
-// This program is distributed in the hope that it will be useful,
-// but WITHOUT ANY WARRANTY; without even the implied warranty of
-// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-// GNU General Public License for more details.
-//
-// You should have received a copy of the GNU General Public License
-// along with this program; if not, write to the Free Software
-// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
-// 02111-1307, USA.
-//
-// DESCRIPTION:
-//	System specific interface stuff.
-//
-//-----------------------------------------------------------------------------
-
-
-#ifndef __R_MAIN__
-#define __R_MAIN__
-
-#include "d_player.h"
-#include "r_data.h"
-
-
-
-
-//
-// 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		(*transcolfunc) (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
--- a/src/strife/r_plane.c
+++ /dev/null
@@ -1,454 +1,0 @@
-// Emacs style mode select   -*- C++ -*- 
-//-----------------------------------------------------------------------------
-//
-// Copyright(C) 1993-1996 Id Software, Inc.
-// Copyright(C) 2005 Simon Howard
-//
-// This program is free software; you can redistribute it and/or
-// modify it under the terms of the GNU General Public License
-// as published by the Free Software Foundation; either version 2
-// of the License, or (at your option) any later version.
-//
-// This program is distributed in the hope that it will be useful,
-// but WITHOUT ANY WARRANTY; without even the implied warranty of
-// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-// GNU General Public License for more details.
-//
-// You should have received a copy of the GNU General Public License
-// along with this program; if not, write to the Free Software
-// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
-// 02111-1307, USA.
-//
-// 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.
-//
-//-----------------------------------------------------------------------------
-
-
-#include <stdio.h>
-#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
-     || 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;
-    int                 lumpnum;
-				
-#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
-        lumpnum = firstflat + flattranslation[pl->picnum];
-	ds_source = W_CacheLumpNum(lumpnum, 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]);
-	}
-	
-        W_ReleaseLumpNum(lumpnum);
-    }
-}
--- a/src/strife/r_plane.h
+++ /dev/null
@@ -1,84 +1,0 @@
-// Emacs style mode select   -*- C++ -*- 
-//-----------------------------------------------------------------------------
-//
-// Copyright(C) 1993-1996 Id Software, Inc.
-// Copyright(C) 2005 Simon Howard
-//
-// This program is free software; you can redistribute it and/or
-// modify it under the terms of the GNU General Public License
-// as published by the Free Software Foundation; either version 2
-// of the License, or (at your option) any later version.
-//
-// This program is distributed in the hope that it will be useful,
-// but WITHOUT ANY WARRANTY; without even the implied warranty of
-// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-// GNU General Public License for more details.
-//
-// You should have received a copy of the GNU General Public License
-// along with this program; if not, write to the Free Software
-// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
-// 02111-1307, USA.
-//
-// DESCRIPTION:
-//	Refresh, visplane stuff (floor, ceilings).
-//
-//-----------------------------------------------------------------------------
-
-
-#ifndef __R_PLANE__
-#define __R_PLANE__
-
-
-#include "r_data.h"
-
-
-
-// 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
--- a/src/strife/r_segs.c
+++ /dev/null
@@ -1,751 +1,0 @@
-// Emacs style mode select   -*- C++ -*- 
-//-----------------------------------------------------------------------------
-//
-// Copyright(C) 1993-1996 Id Software, Inc.
-// Copyright(C) 2005 Simon Howard
-//
-// This program is free software; you can redistribute it and/or
-// modify it under the terms of the GNU General Public License
-// as published by the Free Software Foundation; either version 2
-// of the License, or (at your option) any later version.
-//
-// This program is distributed in the hope that it will be useful,
-// but WITHOUT ANY WARRANTY; without even the implied warranty of
-// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-// GNU General Public License for more details.
-//
-// You should have received a copy of the GNU General Public License
-// along with this program; if not, write to the Free Software
-// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
-// 02111-1307, USA.
-//
-// DESCRIPTION:
-//	All the clipping: columns, horizontal spans, sky columns.
-//
-//-----------------------------------------------------------------------------
-
-
-
-
-
-
-#include <stdio.h>
-#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] != SHRT_MAX)
-	{
-	    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] = SHRT_MAX;
-	}
-	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;
-
-    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;
-	}
-        else
-        {
-            // purely to shut up the compiler
-
-            texturecolumn = 0;
-        }
-	
-	// 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 = INT_MAX;
-	ds_p->tsilheight = INT_MIN;
-    }
-    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 = INT_MAX;
-	    // 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 = INT_MIN;
-	    // ds_p->sprtopclip = screenheightarray;
-	}
-		
-	if (backsector->ceilingheight <= frontsector->floorheight)
-	{
-	    ds_p->sprbottomclip = negonearray;
-	    ds_p->bsilheight = INT_MAX;
-	    ds_p->silhouette |= SIL_BOTTOM;
-	}
-	
-	if (backsector->floorheight >= frontsector->ceilingheight)
-	{
-	    ds_p->sprtopclip = screenheightarray;
-	    ds_p->tsilheight = INT_MIN;
-	    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 = INT_MIN;
-    }
-    if (maskedtexture && !(ds_p->silhouette&SIL_BOTTOM))
-    {
-	ds_p->silhouette |= SIL_BOTTOM;
-	ds_p->bsilheight = INT_MAX;
-    }
-    ds_p++;
-}
-
--- a/src/strife/r_segs.h
+++ /dev/null
@@ -1,41 +1,0 @@
-// Emacs style mode select   -*- C++ -*- 
-//-----------------------------------------------------------------------------
-//
-// Copyright(C) 1993-1996 Id Software, Inc.
-// Copyright(C) 2005 Simon Howard
-//
-// This program is free software; you can redistribute it and/or
-// modify it under the terms of the GNU General Public License
-// as published by the Free Software Foundation; either version 2
-// of the License, or (at your option) any later version.
-//
-// This program is distributed in the hope that it will be useful,
-// but WITHOUT ANY WARRANTY; without even the implied warranty of
-// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-// GNU General Public License for more details.
-//
-// You should have received a copy of the GNU General Public License
-// along with this program; if not, write to the Free Software
-// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
-// 02111-1307, USA.
-//
-// DESCRIPTION:
-//	Refresh module, drawing LineSegs from BSP.
-//
-//-----------------------------------------------------------------------------
-
-
-#ifndef __R_SEGS__
-#define __R_SEGS__
-
-
-
-
-void
-R_RenderMaskedSegRange
-( drawseg_t*	ds,
-  int		x1,
-  int		x2 );
-
-
-#endif
--- a/src/strife/r_sky.c
+++ /dev/null
@@ -1,60 +1,0 @@
-// Emacs style mode select   -*- C++ -*- 
-//-----------------------------------------------------------------------------
-//
-// Copyright(C) 1993-1996 Id Software, Inc.
-// Copyright(C) 2005 Simon Howard
-//
-// This program is free software; you can redistribute it and/or
-// modify it under the terms of the GNU General Public License
-// as published by the Free Software Foundation; either version 2
-// of the License, or (at your option) any later version.
-//
-// This program is distributed in the hope that it will be useful,
-// but WITHOUT ANY WARRANTY; without even the implied warranty of
-// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-// GNU General Public License for more details.
-//
-// You should have received a copy of the GNU General Public License
-// along with this program; if not, write to the Free Software
-// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
-// 02111-1307, USA.
-//
-// 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?
-//  
-//
-//-----------------------------------------------------------------------------
-
-
-
-// Needed for FRACUNIT.
-#include "m_fixed.h"
-
-// Needed for Flat retrieval.
-#include "r_data.h"
-
-
-#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;
-}
-
--- a/src/strife/r_sky.h
+++ /dev/null
@@ -1,45 +1,0 @@
-// Emacs style mode select   -*- C++ -*- 
-//-----------------------------------------------------------------------------
-//
-// Copyright(C) 1993-1996 Id Software, Inc.
-// Copyright(C) 2005 Simon Howard
-//
-// This program is free software; you can redistribute it and/or
-// modify it under the terms of the GNU General Public License
-// as published by the Free Software Foundation; either version 2
-// of the License, or (at your option) any later version.
-//
-// This program is distributed in the hope that it will be useful,
-// but WITHOUT ANY WARRANTY; without even the implied warranty of
-// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-// GNU General Public License for more details.
-//
-// You should have received a copy of the GNU General Public License
-// along with this program; if not, write to the Free Software
-// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
-// 02111-1307, USA.
-//
-// DESCRIPTION:
-//	Sky rendering.
-//
-//-----------------------------------------------------------------------------
-
-
-#ifndef __R_SKY__
-#define __R_SKY__
-
-
-
-// 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
--- a/src/strife/r_state.h
+++ /dev/null
@@ -1,135 +1,0 @@
-// Emacs style mode select   -*- C++ -*- 
-//-----------------------------------------------------------------------------
-//
-// Copyright(C) 1993-1996 Id Software, Inc.
-// Copyright(C) 2005 Simon Howard
-//
-// This program is free software; you can redistribute it and/or
-// modify it under the terms of the GNU General Public License
-// as published by the Free Software Foundation; either version 2
-// of the License, or (at your option) any later version.
-//
-// This program is distributed in the hope that it will be useful,
-// but WITHOUT ANY WARRANTY; without even the implied warranty of
-// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-// GNU General Public License for more details.
-//
-// You should have received a copy of the GNU General Public License
-// along with this program; if not, write to the Free Software
-// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
-// 02111-1307, USA.
-//
-// 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"
-
-
-
-
-
-
-//
-// 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
--- a/src/strife/r_things.c
+++ /dev/null
@@ -1,990 +1,0 @@
-// Emacs style mode select   -*- C++ -*- 
-//-----------------------------------------------------------------------------
-//
-// Copyright(C) 1993-1996 Id Software, Inc.
-// Copyright(C) 2005 Simon Howard
-//
-// This program is free software; you can redistribute it and/or
-// modify it under the terms of the GNU General Public License
-// as published by the Free Software Foundation; either version 2
-// of the License, or (at your option) any later version.
-//
-// This program is distributed in the hope that it will be useful,
-// but WITHOUT ANY WARRANTY; without even the implied warranty of
-// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-// GNU General Public License for more details.
-//
-// You should have received a copy of the GNU General Public License
-// along with this program; if not, write to the Free Software
-// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
-// 02111-1307, USA.
-//
-// DESCRIPTION:
-//	Refresh of things, i.e. objects represented by sprites.
-//
-//-----------------------------------------------------------------------------
-
-
-
-
-#include <stdio.h>
-#include <stdlib.h>
-
-
-#include "deh_main.h"
-#include "doomdef.h"
-
-#include "i_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		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 = DEH_String(namelist[i]);
-	memset (sprtemp,-1, sizeof(sprtemp));
-		
-	maxframe = -1;
-	
-	// scan the lumps,
-	//  filling in the frames for whatever is found
-	for (l=start+1 ; l<end ; l++)
-	{
-	    if (!strncasecmp(lumpinfo[l].name, spritename, 4))
-	    {
-		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", spritename, 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",
-				 spritename, 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 = transcolfunc;
-	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 int) thing->sprite >= (unsigned int) 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 >= (unsigned int) 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
-
-    vsprsortedhead.next = vsprsortedhead.prev = &vsprsortedhead;
-    for (i=0 ; i<count ; i++)
-    {
-	bestscale = INT_MAX;
-        best = unsorted.next;
-	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 ();
-}
-
-
-
--- a/src/strife/r_things.h
+++ /dev/null
@@ -1,73 +1,0 @@
-// Emacs style mode select   -*- C++ -*- 
-//-----------------------------------------------------------------------------
-//
-// Copyright(C) 1993-1996 Id Software, Inc.
-// Copyright(C) 2005 Simon Howard
-//
-// This program is free software; you can redistribute it and/or
-// modify it under the terms of the GNU General Public License
-// as published by the Free Software Foundation; either version 2
-// of the License, or (at your option) any later version.
-//
-// This program is distributed in the hope that it will be useful,
-// but WITHOUT ANY WARRANTY; without even the implied warranty of
-// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-// GNU General Public License for more details.
-//
-// You should have received a copy of the GNU General Public License
-// along with this program; if not, write to the Free Software
-// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
-// 02111-1307, USA.
-//
-// DESCRIPTION:
-//	Rendering of moving objects, sprites.
-//
-//-----------------------------------------------------------------------------
-
-
-#ifndef __R_THINGS__
-#define __R_THINGS__
-
-
-
-#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
--- a/src/strife/s_sound.c
+++ /dev/null
@@ -1,675 +1,0 @@
-// Emacs style mode select   -*- C++ -*- 
-//-----------------------------------------------------------------------------
-//
-// Copyright(C) 1993-1996 Id Software, Inc.
-// Copyright(C) 2005 Simon Howard
-//
-// This program is free software; you can redistribute it and/or
-// modify it under the terms of the GNU General Public License
-// as published by the Free Software Foundation; either version 2
-// of the License, or (at your option) any later version.
-//
-// This program is distributed in the hope that it will be useful,
-// but WITHOUT ANY WARRANTY; without even the implied warranty of
-// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-// GNU General Public License for more details.
-//
-// You should have received a copy of the GNU General Public License
-// along with this program; if not, write to the Free Software
-// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
-// 02111-1307, USA.
-//
-// DESCRIPTION:  none
-//
-//-----------------------------------------------------------------------------
-
-#include <stdio.h>
-#include <stdlib.h>
-
-#include "i_sound.h"
-#include "i_system.h"
-
-#include "doomfeatures.h"
-#include "deh_str.h"
-
-#include "doomstat.h"
-#include "doomtype.h"
-
-#include "sounds.h"
-#include "s_sound.h"
-
-#include "m_random.h"
-#include "m_argv.h"
-
-#include "p_local.h"
-#include "w_wad.h"
-#include "z_zone.h"
-
-// when to clip out sounds
-// Does not fit the large outdoor areas.
-
-#define S_CLIPPING_DIST (1200 * FRACUNIT)
-
-// Distance tp origin when sounds should be maxed out.
-// This should relate to movement clipping resolution
-// (see BLOCKMAP handling).
-// In the source code release: (160*FRACUNIT).  Changed back to the 
-// Vanilla value of 200 (why was this changed?)
-
-#define S_CLOSE_DIST (200 * FRACUNIT)
-
-// The range over which sound attenuates
-
-#define S_ATTENUATOR ((S_CLIPPING_DIST - S_CLOSE_DIST) >> FRACBITS)
-
-// Stereo separation
-
-#define S_STEREO_SWING (96 * FRACUNIT)
-
-#define NORM_PITCH 128
-#define NORM_PRIORITY 64
-#define NORM_SEP 128
-
-typedef struct
-{
-    // sound information (if null, channel avail.)
-    sfxinfo_t *sfxinfo;
-
-    // origin of sound
-    mobj_t *origin;
-
-    // handle of the sound being played
-    int handle;
-    
-} channel_t;
-
-// The set of channels available
-
-static channel_t *channels;
-
-// Maximum volume of a sound effect.
-// Internal default is max out of 0-15.
-
-int sfxVolume = 8;
-
-// Maximum volume of music. 
-
-int musicVolume = 8;
-
-// Internal volume level, ranging from 0-127
-
-static int snd_SfxVolume;
-
-// Whether songs are mus_paused
-
-static boolean mus_paused;        
-
-// Music currently being played
-
-static musicinfo_t *mus_playing = NULL;
-
-// Number of channels to use
-
-int snd_channels = 8;
-
-//
-// 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;
-
-    I_InitSound(true);
-    I_InitMusic();
-
-    I_PrecacheSounds(S_sfx, NUMSFX);
-
-    S_SetSfxVolume(sfxVolume);
-    S_SetMusicVolume(musicVolume);
-
-    // Allocating the internal channels for mixing
-    // (the maximum numer of sounds rendered
-    // simultaneously) within zone memory.
-    channels = Z_Malloc(snd_channels*sizeof(channel_t), PU_STATIC, 0);
-
-    // Free all channels for use
-    for (i=0 ; i<snd_channels ; 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;
-    }
-
-    I_AtExit(S_Shutdown, true);
-}
-
-void S_Shutdown(void)
-{
-    I_ShutdownSound();
-    I_ShutdownMusic();
-}
-
-static void S_StopChannel(int cnum)
-{
-    int i;
-    channel_t *c;
-
-    c = &channels[cnum];
-
-    if (c->sfxinfo)
-    {
-        // stop the sound playing
-
-        if (I_SoundIsPlaying(c->handle))
-        {
-            I_StopSound(c->handle);
-        }
-
-        // check to see if other channels are playing the sound
-
-        for (i=0; i<snd_channels; i++)
-        {
-            if (cnum != i && c->sfxinfo == channels[i].sfxinfo)
-            {
-                break;
-            }
-        }
-        
-        // degrade usefulness of sound data
-
-        c->sfxinfo->usefulness--;
-        c->sfxinfo = NULL;
-    }
-}
-
-//
-// 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<snd_channels ; 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];
-        }
-    }        
-
-    S_ChangeMusic(mnum, true);
-}        
-
-void S_StopSound(mobj_t *origin)
-{
-    int cnum;
-
-    for (cnum=0 ; cnum<snd_channels ; cnum++)
-    {
-        if (channels[cnum].sfxinfo && channels[cnum].origin == origin)
-        {
-            S_StopChannel(cnum);
-            break;
-        }
-    }
-}
-
-//
-// S_GetChannel :
-//   If none available, return -1.  Otherwise channel #.
-//
-
-static int S_GetChannel(mobj_t *origin, sfxinfo_t *sfxinfo)
-{
-    // channel number to use
-    int                cnum;
-    
-    channel_t*        c;
-
-    // Find an open channel
-    for (cnum=0 ; cnum<snd_channels ; cnum++)
-    {
-        if (!channels[cnum].sfxinfo)
-        {
-            break;
-        }
-        else if (origin && channels[cnum].origin == origin)
-        {
-            S_StopChannel(cnum);
-            break;
-        }
-    }
-
-    // None available
-    if (cnum == snd_channels)
-    {
-        // Look for lower priority
-        for (cnum=0 ; cnum<snd_channels ; cnum++)
-        {
-            if (channels[cnum].sfxinfo->priority >= sfxinfo->priority)
-            {
-                break;
-            }
-        }
-
-        if (cnum == snd_channels)
-        {
-            // 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;
-}
-
-//
-// Changes volume and stereo-separation 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.
-//
-
-static int S_AdjustSoundParams(mobj_t *listener, mobj_t *source,
-                               int *vol, int *sep)
-{
-    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);
-}
-
-void S_StartSound(void *origin_p, int sfx_id)
-{
-    sfxinfo_t *sfx;
-    mobj_t *origin;
-    int rc;
-    int sep;
-    int priority;
-    int cnum;
-    int volume;
-
-    origin = (mobj_t *) origin_p;
-    volume = snd_SfxVolume;
-
-    // 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)
-    {
-        priority = sfx->priority;
-        volume += sfx->volume;
-
-        if (volume < 1)
-        {
-            return;
-        }
-
-        if (volume > snd_SfxVolume)
-        {
-            volume = snd_SfxVolume;
-        }
-    }        
-    else
-    {
-        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);
-
-        if (origin->x == players[consoleplayer].mo->x
-         && origin->y == players[consoleplayer].mo->y)
-        {        
-            sep = NORM_SEP;
-        }
-
-        if (!rc)
-        {
-            return;
-        }
-    }        
-    else
-    {
-        sep = NORM_SEP;
-    }
-
-    // kill old sound
-    S_StopSound(origin);
-
-    // try to find a channel
-    cnum = S_GetChannel(origin, sfx);
-
-    if (cnum < 0)
-    {
-        return;
-    }
-
-    // increase the usefulness
-    if (sfx->usefulness++ < 0)
-    {
-        sfx->usefulness = 1;
-    }
-
-    if (sfx->lumpnum < 0)
-    {
-        sfx->lumpnum = I_GetSfxLumpNum(sfx);
-    }
-
-    channels[cnum].handle = I_StartSound(sfx, cnum, volume, sep);
-}        
-
-//
-// Stop and resume music, during game PAUSE.
-//
-
-void S_PauseSound(void)
-{
-    if (mus_playing && !mus_paused)
-    {
-        I_PauseSong();
-        mus_paused = true;
-    }
-}
-
-void S_ResumeSound(void)
-{
-    if (mus_playing && mus_paused)
-    {
-        I_ResumeSong();
-        mus_paused = false;
-    }
-}
-
-//
-// Updates music & sounds
-//
-
-void S_UpdateSounds(mobj_t *listener)
-{
-    int                audible;
-    int                cnum;
-    int                volume;
-    int                sep;
-    sfxinfo_t*        sfx;
-    channel_t*        c;
-
-    for (cnum=0; cnum<snd_channels; cnum++)
-    {
-        c = &channels[cnum];
-        sfx = c->sfxinfo;
-
-        if (c->sfxinfo)
-        {
-            if (I_SoundIsPlaying(c->handle))
-            {
-                // initialize parameters
-                volume = snd_SfxVolume;
-                sep = NORM_SEP;
-
-                if (sfx->link)
-                {
-                    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 != c->origin)
-                {
-                    audible = S_AdjustSoundParams(listener,
-                                                  c->origin,
-                                                  &volume,
-                                                  &sep);
-                    
-                    if (!audible)
-                    {
-                        S_StopChannel(cnum);
-                    }
-                    else
-                    {
-                        I_UpdateSoundParams(c->handle, volume, sep);
-                    }
-                }
-            }
-            else
-            {
-                // if channel is allocated but sound has stopped,
-                //  free it
-                S_StopChannel(cnum);
-            }
-        }
-    }
-}
-
-void S_SetMusicVolume(int volume)
-{
-    if (volume < 0 || volume > 127)
-    {
-        I_Error("Attempt to set music volume at %d",
-                volume);
-    }    
-
-    I_SetMusicVolume(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 = NULL;
-    char namebuf[9];
-    void *handle;
-
-    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", DEH_String(music->name));
-        music->lumpnum = W_GetNumForName(namebuf);
-    }
-
-    music->data = W_CacheLumpNum(music->lumpnum, PU_STATIC);
-
-    handle = I_RegisterSong(music->data, W_LumpLength(music->lumpnum));
-    music->handle = handle;
-    I_PlaySong(handle, looping);
-
-    mus_playing = music;
-}
-
-boolean S_MusicPlaying(void)
-{
-    return I_MusicIsPlaying();
-}
-
-void S_StopMusic(void)
-{
-    if (mus_playing)
-    {
-        if (mus_paused)
-        {
-            I_ResumeSong();
-        }
-
-        I_StopSong();
-        I_UnRegisterSong(mus_playing->handle);
-        W_ReleaseLumpNum(mus_playing->lumpnum);
-        mus_playing->data = NULL;
-        mus_playing = NULL;
-    }
-}
-
--- a/src/strife/s_sound.h
+++ /dev/null
@@ -1,97 +1,0 @@
-// Emacs style mode select   -*- C++ -*- 
-//-----------------------------------------------------------------------------
-//
-// Copyright(C) 1993-1996 Id Software, Inc.
-// Copyright(C) 2005 Simon Howard
-//
-// This program is free software; you can redistribute it and/or
-// modify it under the terms of the GNU General Public License
-// as published by the Free Software Foundation; either version 2
-// of the License, or (at your option) any later version.
-//
-// This program is distributed in the hope that it will be useful,
-// but WITHOUT ANY WARRANTY; without even the implied warranty of
-// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-// GNU General Public License for more details.
-//
-// You should have received a copy of the GNU General Public License
-// along with this program; if not, write to the Free Software
-// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
-// 02111-1307, USA.
-//
-// DESCRIPTION:
-//	The not so system specific sound interface.
-//
-//-----------------------------------------------------------------------------
-
-
-#ifndef __S_SOUND__
-#define __S_SOUND__
-
-#include "p_mobj.h"
-#include "sounds.h"
-
-//
-// 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);
-
-
-// Shut down sound 
-
-void S_Shutdown(void);
-
-
-
-//
-// 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);
-
-// Stop sound for thing at <origin>
-void S_StopSound(mobj_t *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);
-
-// query if music is playing
-boolean S_MusicPlaying(void);
-
-// 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(mobj_t *listener);
-
-void S_SetMusicVolume(int volume);
-void S_SetSfxVolume(int volume);
-
-extern int snd_channels;
-
-#endif
-
--- a/src/strife/sounds.c
+++ /dev/null
@@ -1,237 +1,0 @@
-// Emacs style mode select   -*- C++ -*- 
-//-----------------------------------------------------------------------------
-//
-// Copyright(C) 1993-1996 Id Software, Inc.
-// Copyright(C) 2005 Simon Howard
-//
-// This program is free software; you can redistribute it and/or
-// modify it under the terms of the GNU General Public License
-// as published by the Free Software Foundation; either version 2
-// of the License, or (at your option) any later version.
-//
-// This program is distributed in the hope that it will be useful,
-// but WITHOUT ANY WARRANTY; without even the implied warranty of
-// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-// GNU General Public License for more details.
-//
-// You should have received a copy of the GNU General Public License
-// along with this program; if not, write to the Free Software
-// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
-// 02111-1307, USA.
-//
-// DESCRIPTION:
-//	Created by a sound utility.
-//	Kept as a sample, DOOM2 sounds.
-//
-//-----------------------------------------------------------------------------
-
-
-#include <stdlib.h>
-
-
-#include "doomtype.h"
-#include "sounds.h"
-
-//
-// Information about all the music
-//
-
-#define MUSIC(name) \
-    { name, 0, NULL, NULL }
-
-musicinfo_t S_music[] =
-{
-    MUSIC(NULL),
-    MUSIC("e1m1"),
-    MUSIC("e1m2"),
-    MUSIC("e1m3"),
-    MUSIC("e1m4"),
-    MUSIC("e1m5"),
-    MUSIC("e1m6"),
-    MUSIC("e1m7"),
-    MUSIC("e1m8"),
-    MUSIC("e1m9"),
-    MUSIC("e2m1"),
-    MUSIC("e2m2"),
-    MUSIC("e2m3"),
-    MUSIC("e2m4"),
-    MUSIC("e2m5"),
-    MUSIC("e2m6"),
-    MUSIC("e2m7"),
-    MUSIC("e2m8"),
-    MUSIC("e2m9"),
-    MUSIC("e3m1"),
-    MUSIC("e3m2"),
-    MUSIC("e3m3"),
-    MUSIC("e3m4"),
-    MUSIC("e3m5"),
-    MUSIC("e3m6"),
-    MUSIC("e3m7"),
-    MUSIC("e3m8"),
-    MUSIC("e3m9"),
-    MUSIC("inter"),
-    MUSIC("intro"),
-    MUSIC("bunny"),
-    MUSIC("victor"),
-    MUSIC("introa"),
-    MUSIC("runnin"),
-    MUSIC("stalks"),
-    MUSIC("countd"),
-    MUSIC("betwee"),
-    MUSIC("doom"),
-    MUSIC("the_da"),
-    MUSIC("shawn"),
-    MUSIC("ddtblu"),
-    MUSIC("in_cit"),
-    MUSIC("dead"),
-    MUSIC("stlks2"),
-    MUSIC("theda2"),
-    MUSIC("doom2"),
-    MUSIC("ddtbl2"),
-    MUSIC("runni2"),
-    MUSIC("dead2"),
-    MUSIC("stlks3"),
-    MUSIC("romero"),
-    MUSIC("shawn2"),
-    MUSIC("messag"),
-    MUSIC("count2"),
-    MUSIC("ddtbl3"),
-    MUSIC("ampie"),
-    MUSIC("theda3"),
-    MUSIC("adrian"),
-    MUSIC("messg2"),
-    MUSIC("romer2"),
-    MUSIC("tense"),
-    MUSIC("shawn3"),
-    MUSIC("openin"),
-    MUSIC("evil"),
-    MUSIC("ultima"),
-    MUSIC("read_m"),
-    MUSIC("dm2ttl"),
-    MUSIC("dm2int") 
-};
-
-
-//
-// Information about all the sfx
-//
-
-#define SOUND(name, priority) \
-  { NULL, name, priority, NULL, -1, -1, 0, 0, -1, NULL }
-#define SOUND_LINK(name, priority, link_id, pitch, volume) \
-  { NULL, name, priority, &S_sfx[link_id], pitch, volume, 0, 0, -1, NULL }
-
-sfxinfo_t S_sfx[] =
-{
-  // S_sfx[0] needs to be a dummy for odd reasons.
-  SOUND("none",   0),
-  SOUND("pistol", 64),
-  SOUND("shotgn", 64),
-  SOUND("sgcock", 64),
-  SOUND("dshtgn", 64),
-  SOUND("dbopn",  64),
-  SOUND("dbcls",  64),
-  SOUND("dbload", 64),
-  SOUND("plasma", 64),
-  SOUND("bfg",    64),
-  SOUND("sawup",  64),
-  SOUND("sawidl", 118),
-  SOUND("sawful", 64),
-  SOUND("sawhit", 64),
-  SOUND("rlaunc", 64),
-  SOUND("rxplod", 70),
-  SOUND("firsht", 70),
-  SOUND("firxpl", 70),
-  SOUND("pstart", 100),
-  SOUND("pstop",  100),
-  SOUND("doropn", 100),
-  SOUND("dorcls", 100),
-  SOUND("stnmov", 119),
-  SOUND("swtchn", 78),
-  SOUND("swtchx", 78),
-  SOUND("plpain", 96),
-  SOUND("dmpain", 96),
-  SOUND("popain", 96),
-  SOUND("vipain", 96),
-  SOUND("mnpain", 96),
-  SOUND("pepain", 96),
-  SOUND("slop",   78),
-  SOUND("itemup", 78),
-  SOUND("wpnup",  78),
-  SOUND("oof",    96),
-  SOUND("telept", 32),
-  SOUND("posit1", 98),
-  SOUND("posit2", 98),
-  SOUND("posit3", 98),
-  SOUND("bgsit1", 98),
-  SOUND("bgsit2", 98),
-  SOUND("sgtsit", 98),
-  SOUND("cacsit", 98),
-  SOUND("brssit", 94),
-  SOUND("cybsit", 92),
-  SOUND("spisit", 90),
-  SOUND("bspsit", 90),
-  SOUND("kntsit", 90),
-  SOUND("vilsit", 90),
-  SOUND("mansit", 90),
-  SOUND("pesit",  90),
-  SOUND("sklatk", 70),
-  SOUND("sgtatk", 70),
-  SOUND("skepch", 70),
-  SOUND("vilatk", 70),
-  SOUND("claw",   70),
-  SOUND("skeswg", 70),
-  SOUND("pldeth", 32),
-  SOUND("pdiehi", 32),
-  SOUND("podth1", 70),
-  SOUND("podth2", 70),
-  SOUND("podth3", 70),
-  SOUND("bgdth1", 70),
-  SOUND("bgdth2", 70),
-  SOUND("sgtdth", 70),
-  SOUND("cacdth", 70),
-  SOUND("skldth", 70),
-  SOUND("brsdth", 32),
-  SOUND("cybdth", 32),
-  SOUND("spidth", 32),
-  SOUND("bspdth", 32),
-  SOUND("vildth", 32),
-  SOUND("kntdth", 32),
-  SOUND("pedth",  32),
-  SOUND("skedth", 32),
-  SOUND("posact", 120),
-  SOUND("bgact",  120),
-  SOUND("dmact",  120),
-  SOUND("bspact", 100),
-  SOUND("bspwlk", 100),
-  SOUND("vilact", 100),
-  SOUND("noway",  78),
-  SOUND("barexp", 60),
-  SOUND("punch",  64),
-  SOUND("hoof",   70),
-  SOUND("metal",  70),
-  SOUND_LINK("chgun", 64, sfx_pistol, 150, 0),
-  SOUND("tink",   60),
-  SOUND("bdopn",  100),
-  SOUND("bdcls",  100),
-  SOUND("itmbk",  100),
-  SOUND("flame",  32),
-  SOUND("flamst", 32),
-  SOUND("getpow", 60),
-  SOUND("bospit", 70),
-  SOUND("boscub", 70),
-  SOUND("bossit", 70),
-  SOUND("bospn",  70),
-  SOUND("bosdth", 70),
-  SOUND("manatk", 70),
-  SOUND("mandth", 70),
-  SOUND("sssit",  70),
-  SOUND("ssdth",  70),
-  SOUND("keenpn", 70),
-  SOUND("keendt", 70),
-  SOUND("skeact", 70),
-  SOUND("skesit", 70),
-  SOUND("skeatk", 70),
-  SOUND("radio",  60),
-};
-
--- a/src/strife/sounds.h
+++ /dev/null
@@ -1,235 +1,0 @@
-// Emacs style mode select   -*- C++ -*- 
-//-----------------------------------------------------------------------------
-//
-// Copyright(C) 1993-1996 Id Software, Inc.
-// Copyright(C) 2005 Simon Howard
-//
-// This program is free software; you can redistribute it and/or
-// modify it under the terms of the GNU General Public License
-// as published by the Free Software Foundation; either version 2
-// of the License, or (at your option) any later version.
-//
-// This program is distributed in the hope that it will be useful,
-// but WITHOUT ANY WARRANTY; without even the implied warranty of
-// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-// GNU General Public License for more details.
-//
-// You should have received a copy of the GNU General Public License
-// along with this program; if not, write to the Free Software
-// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
-// 02111-1307, USA.
-//
-// DESCRIPTION:
-//	Created by the sound utility written by Dave Taylor.
-//	Kept as a sample, DOOM2  sounds. Frozen.
-//
-//-----------------------------------------------------------------------------
-
-#ifndef __SOUNDS__
-#define __SOUNDS__
-
-#include "i_sound.h"
-
-// 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
--- a/src/strife/st_lib.c
+++ /dev/null
@@ -1,294 +1,0 @@
-// Emacs style mode select   -*- C++ -*- 
-//-----------------------------------------------------------------------------
-//
-// Copyright(C) 1993-1996 Id Software, Inc.
-// Copyright(C) 2005 Simon Howard
-//
-// This program is free software; you can redistribute it and/or
-// modify it under the terms of the GNU General Public License
-// as published by the Free Software Foundation; either version 2
-// of the License, or (at your option) any later version.
-//
-// This program is distributed in the hope that it will be useful,
-// but WITHOUT ANY WARRANTY; without even the implied warranty of
-// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-// GNU General Public License for more details.
-//
-// You should have received a copy of the GNU General Public License
-// along with this program; if not, write to the Free Software
-// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
-// 02111-1307, USA.
-//
-// DESCRIPTION:
-//	The status bar widget code.
-//
-//-----------------------------------------------------------------------------
-
-
-#include <stdio.h>
-#include <ctype.h>
-
-#include "deh_main.h"
-#include "doomdef.h"
-
-#include "z_zone.h"
-#include "v_video.h"
-
-#include "i_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(DEH_String("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, st_backing_screen, w*numdigits, h, x, n->y);
-
-    // 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, n->p[ 0 ]);
-
-    // draw the new number
-    while (num && numdigits--)
-    {
-	x -= w;
-	V_DrawPatch(x, n->y, n->p[ num % 10 ]);
-	num /= 10;
-    }
-
-    // draw a minus sign if necessary
-    if (neg)
-	V_DrawPatch(x - 8, n->y, 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, 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, st_backing_screen, w, h, x, y);
-	}
-	V_DrawPatch(mi->x, mi->y, 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	= false;
-    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, bi->p);
-	else
-	    V_CopyRect(x, y-ST_Y, st_backing_screen, w, h, x, y);
-
-	bi->oldval = *bi->val;
-    }
-
-}
-
--- a/src/strife/st_lib.h
+++ /dev/null
@@ -1,217 +1,0 @@
-// Emacs style mode select   -*- C++ -*- 
-//-----------------------------------------------------------------------------
-//
-// Copyright(C) 1993-1996 Id Software, Inc.
-// Copyright(C) 2005 Simon Howard
-//
-// This program is free software; you can redistribute it and/or
-// modify it under the terms of the GNU General Public License
-// as published by the Free Software Foundation; either version 2
-// of the License, or (at your option) any later version.
-//
-// This program is distributed in the hope that it will be useful,
-// but WITHOUT ANY WARRANTY; without even the implied warranty of
-// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-// GNU General Public License for more details.
-//
-// You should have received a copy of the GNU General Public License
-// along with this program; if not, write to the Free Software
-// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
-// 02111-1307, USA.
-//
-// DESCRIPTION:
-// 	The status bar widget code.
-//
-//-----------------------------------------------------------------------------
-
-#ifndef __STLIB__
-#define __STLIB__
-
-
-// We are referring to patches.
-#include "r_defs.h"
-
-//
-// 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
-    boolean		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
--- a/src/strife/st_stuff.c
+++ /dev/null
@@ -1,1412 +1,0 @@
-// Emacs style mode select   -*- C++ -*- 
-//-----------------------------------------------------------------------------
-//
-// Copyright(C) 1993-1996 Id Software, Inc.
-// Copyright(C) 2005 Simon Howard
-//
-// This program is free software; you can redistribute it and/or
-// modify it under the terms of the GNU General Public License
-// as published by the Free Software Foundation; either version 2
-// of the License, or (at your option) any later version.
-//
-// This program is distributed in the hope that it will be useful,
-// but WITHOUT ANY WARRANTY; without even the implied warranty of
-// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-// GNU General Public License for more details.
-//
-// You should have received a copy of the GNU General Public License
-// along with this program; if not, write to the Free Software
-// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
-// 02111-1307, USA.
-//
-// DESCRIPTION:
-//	Status bar code.
-//	Does the face/direction indicator animatin.
-//	Does palette indicators as well (red pain/berserk, bright pickup)
-//
-//-----------------------------------------------------------------------------
-
-
-
-#include <stdio.h>
-
-#include "i_system.h"
-#include "i_video.h"
-#include "z_zone.h"
-#include "m_random.h"
-#include "w_wad.h"
-
-#include "deh_main.h"
-#include "deh_misc.h"
-#include "doomdef.h"
-#include "doomkeys.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
-
-// graphics are drawn to a backing screen and blitted to the real screen
-byte                   *st_backing_screen;
-	    
-// main player in game
-static player_t*	plyr; 
-
-// ST_Start() has just been called
-static boolean		st_firsttime;
-
-// 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;  
-
-cheatseq_t cheat_mus = CHEAT("idmus", 2);
-cheatseq_t cheat_god = CHEAT("iddqd", 0);
-cheatseq_t cheat_ammo = CHEAT("idkfa", 0);
-cheatseq_t cheat_ammonokey = CHEAT("idfa", 0);
-cheatseq_t cheat_noclip = CHEAT("idspispopd", 0);
-cheatseq_t cheat_commercial_noclip = CHEAT("idclip", 0);
-
-cheatseq_t	cheat_powerup[7] =
-{
-    CHEAT("idbeholdv", 0),
-    CHEAT("idbeholds", 0),
-    CHEAT("idbeholdi", 0),
-    CHEAT("idbeholdr", 0),
-    CHEAT("idbeholda", 0),
-    CHEAT("idbeholdl", 0),
-    CHEAT("idbehold", 0),
-};
-
-cheatseq_t cheat_choppers = CHEAT("idchoppers", 0);
-cheatseq_t cheat_clev = CHEAT("idclev", 2);
-cheatseq_t cheat_mypos = CHEAT("idmypos", 0);
-
-
-// 
-extern char*	mapnames[];
-
-
-//
-// STATUS BAR CODE
-//
-void ST_Stop(void);
-
-void ST_refreshBackground(void)
-{
-
-    if (st_statusbaron)
-    {
-        V_UseBuffer(st_backing_screen);
-
-	V_DrawPatch(ST_X, 0, sbar);
-
-	if (netgame)
-	    V_DrawPatch(ST_FX, 0, faceback);
-
-        V_RestoreBuffer();
-
-	V_CopyRect(ST_X, 0, st_backing_screen, ST_WIDTH, ST_HEIGHT, ST_X, ST_Y);
-    }
-
-}
-
-
-// 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 && gameskill != sk_nightmare)
-    {
-      // 'dqd' cheat for toggleable god mode
-      if (cht_CheckCheat(&cheat_god, ev->data2))
-      {
-	plyr->cheats ^= CF_GODMODE;
-	if (plyr->cheats & CF_GODMODE)
-	{
-	  if (plyr->mo)
-	    plyr->mo->health = 100;
-	  
-	  plyr->health = deh_god_mode_health;
-	  plyr->message = DEH_String(STSTR_DQDON);
-	}
-	else 
-	  plyr->message = DEH_String(STSTR_DQDOFF);
-      }
-      // 'fa' cheat for killer fucking arsenal
-      else if (cht_CheckCheat(&cheat_ammonokey, ev->data2))
-      {
-	plyr->armorpoints = deh_idfa_armor;
-	plyr->armortype = deh_idfa_armor_class;
-	
-	for (i=0;i<NUMWEAPONS;i++)
-	  plyr->weaponowned[i] = true;
-	
-	for (i=0;i<NUMAMMO;i++)
-	  plyr->ammo[i] = plyr->maxammo[i];
-	
-	plyr->message = DEH_String(STSTR_FAADDED);
-      }
-      // 'kfa' cheat for key full ammo
-      else if (cht_CheckCheat(&cheat_ammo, ev->data2))
-      {
-	plyr->armorpoints = deh_idkfa_armor;
-	plyr->armortype = deh_idkfa_armor_class;
-	
-	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 = DEH_String(STSTR_KFAADDED);
-      }
-      // 'mus' cheat for changing music
-      else if (cht_CheckCheat(&cheat_mus, ev->data2))
-      {
-	
-	char	buf[3];
-	int		musnum;
-	
-	plyr->message = DEH_String(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 = DEH_String(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 = DEH_String(STSTR_NOMUS);
-	  else
-	    S_ChangeMusic(musnum, 1);
-	}
-      }
-      else if ( (gamemission == doom 
-                 && cht_CheckCheat(&cheat_noclip, ev->data2))
-             || (gamemission != doom 
-                 && cht_CheckCheat(&cheat_commercial_noclip,ev->data2)))
-      {	
-        // Noclip cheat.
-        // For Doom 1, use the idspipsopd cheat; for all others, use
-        // idclip
-
-	plyr->cheats ^= CF_NOCLIP;
-	
-	if (plyr->cheats & CF_NOCLIP)
-	  plyr->message = DEH_String(STSTR_NCON);
-	else
-	  plyr->message = DEH_String(STSTR_NCOFF);
-      }
-      // 'behold?' power-up cheats
-      for (i=0;i<6;i++)
-      {
-	if (cht_CheckCheat(&cheat_powerup[i], ev->data2))
-	{
-	  if (!plyr->powers[i])
-	    P_GivePower( plyr, i);
-	  else if (i!=pw_strength)
-	    plyr->powers[i] = 1;
-	  else
-	    plyr->powers[i] = 0;
-	  
-	  plyr->message = DEH_String(STSTR_BEHOLDX);
-	}
-      }
-      
-      // 'behold' power-up menu
-      if (cht_CheckCheat(&cheat_powerup[6], ev->data2))
-      {
-	plyr->message = DEH_String(STSTR_BEHOLD);
-      }
-      // 'choppers' invulnerability & chainsaw
-      else if (cht_CheckCheat(&cheat_choppers, ev->data2))
-      {
-	plyr->weaponowned[wp_chainsaw] = true;
-	plyr->powers[pw_invulnerability] = true;
-	plyr->message = DEH_String(STSTR_CHOPPERS);
-      }
-      // 'mypos' for player position
-      else if (cht_CheckCheat(&cheat_mypos, ev->data2))
-      {
-	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 (!netgame && cht_CheckCheat(&cheat_clev, ev->data2))
-    {
-      char		buf[3];
-      int		epsd;
-      int		map;
-      
-      cht_GetParam(&cheat_clev, buf);
-      
-      if (gamemode == commercial)
-      {
-	epsd = 1;
-	map = (buf[0] - '0')*10 + buf[1] - '0';
-      }
-      else
-      {
-	epsd = buf[0] - '0';
-	map = buf[1] - '0';
-      }
-
-      // Chex.exe always warps to episode 1.
-
-      if (gameversion == exe_chex)
-      {
-        epsd = 1;
-      }
-
-      // 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 = DEH_String(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();
-
-}
-
-typedef void (*load_callback_t)(char *lumpname, patch_t **variable); 
-
-// Iterates through all graphics to be loaded or unloaded, along with
-// the variable they use, invoking the specified callback function.
-
-static void ST_loadUnloadGraphics(load_callback_t callback)
-{
-
-    int		i;
-    int		j;
-    int		facenum;
-    
-    char	namebuf[9];
-
-    // Load the numbers, tall and short
-    for (i=0;i<10;i++)
-    {
-	sprintf(namebuf, DEH_String("STTNUM%d"), i);
-        callback(namebuf, &tallnum[i]);
-
-	sprintf(namebuf, DEH_String("STYSNUM%d"), i);
-        callback(namebuf, &shortnum[i]);
-    }
-
-    // Load percent key.
-    //Note: why not load STMINUS here, too?
-
-    callback(DEH_String("STTPRCNT"), &tallpercent);
-
-    // key cards
-    for (i=0;i<NUMCARDS;i++)
-    {
-	sprintf(namebuf, DEH_String("STKEYS%d"), i);
-        callback(namebuf, &keys[i]);
-    }
-
-    // arms background
-    callback(DEH_String("STARMS"), &armsbg);
-
-    // arms ownership widgets
-    for (i=0; i<6; i++)
-    {
-	sprintf(namebuf, DEH_String("STGNUM%d"), i+2);
-
-	// gray #
-        callback(namebuf, &arms[i][0]);
-
-	// yellow #
-	arms[i][1] = shortnum[i+2]; 
-    }
-
-    // face backgrounds for different color players
-    sprintf(namebuf, DEH_String("STFB%d"), consoleplayer);
-    callback(namebuf, &faceback);
-
-    // status bar background bits
-    callback(DEH_String("STBAR"), &sbar);
-
-    // face states
-    facenum = 0;
-    for (i=0; i<ST_NUMPAINFACES; i++)
-    {
-	for (j=0; j<ST_NUMSTRAIGHTFACES; j++)
-	{
-	    sprintf(namebuf, DEH_String("STFST%d%d"), i, j);
-            callback(namebuf, &faces[facenum]);
-            ++facenum;
-	}
-	sprintf(namebuf, DEH_String("STFTR%d0"), i);	// turn right
-        callback(namebuf, &faces[facenum]);
-        ++facenum;
-	sprintf(namebuf, DEH_String("STFTL%d0"), i);	// turn left
-        callback(namebuf, &faces[facenum]);
-        ++facenum;
-	sprintf(namebuf, DEH_String("STFOUCH%d"), i);	// ouch!
-        callback(namebuf, &faces[facenum]);
-        ++facenum;
-	sprintf(namebuf, DEH_String("STFEVL%d"), i);	// evil grin ;)
-        callback(namebuf, &faces[facenum]);
-        ++facenum;
-	sprintf(namebuf, DEH_String("STFKILL%d"), i);	// pissed off
-        callback(namebuf, &faces[facenum]);
-        ++facenum;
-    }
-
-    callback(DEH_String("STFGOD0"), &faces[facenum]);
-    ++facenum;
-    callback(DEH_String("STFDEAD0"), &faces[facenum]);
-    ++facenum;
-}
-
-static void ST_loadCallback(char *lumpname, patch_t **variable)
-{
-    *variable = W_CacheLumpName(lumpname, PU_STATIC);
-}
-
-void ST_loadGraphics(void)
-{
-    ST_loadUnloadGraphics(ST_loadCallback);
-}
-
-void ST_loadData(void)
-{
-    lu_palette = W_GetNumForName (DEH_String("PLAYPAL"));
-    ST_loadGraphics();
-}
-
-static void ST_unloadCallback(char *lumpname, patch_t **variable)
-{
-    W_ReleaseLumpName(lumpname);
-    *variable = NULL;
-}
-
-void ST_unloadGraphics(void)
-{
-    ST_loadUnloadGraphics(ST_unloadCallback);
-}
-
-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)
-{
-    ST_loadData();
-    st_backing_screen = (byte *) Z_Malloc(ST_WIDTH * ST_HEIGHT, PU_STATIC, 0);
-}
-
--- a/src/strife/st_stuff.h
+++ /dev/null
@@ -1,98 +1,0 @@
-// Emacs style mode select   -*- C++ -*- 
-//-----------------------------------------------------------------------------
-//
-// Copyright(C) 1993-1996 Id Software, Inc.
-// Copyright(C) 2005 Simon Howard
-//
-// This program is free software; you can redistribute it and/or
-// modify it under the terms of the GNU General Public License
-// as published by the Free Software Foundation; either version 2
-// of the License, or (at your option) any later version.
-//
-// This program is distributed in the hope that it will be useful,
-// but WITHOUT ANY WARRANTY; without even the implied warranty of
-// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-// GNU General Public License for more details.
-//
-// You should have received a copy of the GNU General Public License
-// along with this program; if not, write to the Free Software
-// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
-// 02111-1307, USA.
-//
-// 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"
-#include "m_cheat.h"
-
-// Size of statusbar.
-// Now sensitive for scaling.
-#define ST_HEIGHT	32
-#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);
-
-extern byte *st_backing_screen;
-extern cheatseq_t cheat_mus;
-extern cheatseq_t cheat_god;
-extern cheatseq_t cheat_ammo;
-extern cheatseq_t cheat_ammonokey;
-extern cheatseq_t cheat_noclip;
-extern cheatseq_t cheat_commercial_noclip;
-extern cheatseq_t cheat_powerup[7];
-extern cheatseq_t cheat_choppers;
-extern cheatseq_t cheat_clev;
-extern cheatseq_t cheat_mypos;
-
-
-#endif
--- a/src/strife/wi_stuff.c
+++ /dev/null
@@ -1,1841 +1,0 @@
-// Emacs style mode select   -*- C++ -*- 
-//-----------------------------------------------------------------------------
-//
-// Copyright(C) 1993-1996 Id Software, Inc.
-// Copyright(C) 2005 Simon Howard
-//
-// This program is free software; you can redistribute it and/or
-// modify it under the terms of the GNU General Public License
-// as published by the Free Software Foundation; either version 2
-// of the License, or (at your option) any later version.
-//
-// This program is distributed in the hope that it will be useful,
-// but WITHOUT ANY WARRANTY; without even the implied warranty of
-// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-// GNU General Public License for more details.
-//
-// You should have received a copy of the GNU General Public License
-// along with this program; if not, write to the Free Software
-// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
-// 02111-1307, USA.
-//
-// DESCRIPTION:
-//	Intermission screens.
-//
-//-----------------------------------------------------------------------------
-
-
-#include <stdio.h>
-
-#include "z_zone.h"
-
-#include "m_random.h"
-
-#include "deh_main.h"
-#include "i_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.
-//
-
-#define ANIM(type, period, nanims, x, y, nexttic)            \
-   { (type), (period), (nanims), { (x), (y) }, (nexttic),    \
-     0, { NULL, NULL, NULL }, 0, 0, 0, 0 }
-
-
-static anim_t epsd0animinfo[] =
-{
-    ANIM(ANIM_ALWAYS, TICRATE/3, 3, 224, 104, 0),
-    ANIM(ANIM_ALWAYS, TICRATE/3, 3, 184, 160, 0),
-    ANIM(ANIM_ALWAYS, TICRATE/3, 3, 112, 136, 0),
-    ANIM(ANIM_ALWAYS, TICRATE/3, 3, 72, 112, 0),
-    ANIM(ANIM_ALWAYS, TICRATE/3, 3, 88, 96, 0),
-    ANIM(ANIM_ALWAYS, TICRATE/3, 3, 64, 48, 0),
-    ANIM(ANIM_ALWAYS, TICRATE/3, 3, 192, 40, 0),
-    ANIM(ANIM_ALWAYS, TICRATE/3, 3, 136, 16, 0),
-    ANIM(ANIM_ALWAYS, TICRATE/3, 3, 80, 16, 0),
-    ANIM(ANIM_ALWAYS, TICRATE/3, 3, 64, 24, 0),
-};
-
-static anim_t epsd1animinfo[] =
-{
-    ANIM(ANIM_LEVEL, TICRATE/3, 1, 128, 136, 1),
-    ANIM(ANIM_LEVEL, TICRATE/3, 1, 128, 136, 2),
-    ANIM(ANIM_LEVEL, TICRATE/3, 1, 128, 136, 3),
-    ANIM(ANIM_LEVEL, TICRATE/3, 1, 128, 136, 4),
-    ANIM(ANIM_LEVEL, TICRATE/3, 1, 128, 136, 5),
-    ANIM(ANIM_LEVEL, TICRATE/3, 1, 128, 136, 6),
-    ANIM(ANIM_LEVEL, TICRATE/3, 1, 128, 136, 7),
-    ANIM(ANIM_LEVEL, TICRATE/3, 3, 192, 144, 8),
-    ANIM(ANIM_LEVEL, TICRATE/3, 1, 128, 136, 8),
-};
-
-static anim_t epsd2animinfo[] =
-{
-    ANIM(ANIM_ALWAYS, TICRATE/3, 3, 104, 168, 0),
-    ANIM(ANIM_ALWAYS, TICRATE/3, 3, 40, 136, 0),
-    ANIM(ANIM_ALWAYS, TICRATE/3, 3, 160, 96, 0),
-    ANIM(ANIM_ALWAYS, TICRATE/3, 3, 104, 80, 0),
-    ANIM(ANIM_ALWAYS, TICRATE/3, 3, 120, 32, 0),
-    ANIM(ANIM_ALWAYS, TICRATE/4, 3, 40, 0, 0),
-};
-
-static int NUMANIMS[NUMEPISODES] =
-{
-    arrlen(epsd0animinfo),
-    arrlen(epsd1animinfo),
-    arrlen(epsd2animinfo),
-};
-
-static anim_t *anims[NUMEPISODES] =
-{
-    epsd0animinfo,
-    epsd1animinfo,
-    epsd2animinfo
-};
-
-
-//
-// GENERAL DATA
-//
-
-//
-// Locally used stuff.
-//
-
-// 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
-//
-
-// You Are Here graphic
-static patch_t*		yah[3] = { NULL, NULL, NULL }; 
-
-// splat
-static patch_t*		splat[2] = { NULL, NULL };
-
-// %, : 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*		timepatch;
-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;
-
-// Buffer storing the backdrop
-static patch_t *background;
-
-//
-// CODE
-//
-
-// slam background
-void WI_slamBackground(void)
-{
-    V_DrawPatch(0, 0, background);
-}
-
-// 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;
-
-    if (gamemode != commercial || wbs->last < NUMCMAPS)
-    {
-        // draw <LevelName> 
-        V_DrawPatch((SCREENWIDTH - SHORT(lnames[wbs->last]->width))/2,
-                    y, lnames[wbs->last]);
-
-        // draw "Finished!"
-        y += (5*SHORT(lnames[wbs->last]->height))/4;
-
-        V_DrawPatch((SCREENWIDTH - SHORT(finished->width)) / 2, y, finished);
-    }
-    else if (wbs->last == NUMCMAPS)
-    {
-        // MAP33 - nothing is displayed!
-    }
-    else if (wbs->last > NUMCMAPS)
-    {
-        // > MAP33.  Doom bombs out here with a Bad V_DrawPatch error.
-        // I'm pretty sure that doom2.exe is just reading into random
-        // bits of memory at this point, but let's try to be accurate
-        // anyway.  This deliberately triggers a V_DrawPatch error.
-
-        patch_t tmp = { SCREENWIDTH, SCREENHEIGHT, 1, 1, 
-                        { 0, 0, 0, 0, 0, 0, 0, 0 } };
-
-        V_DrawPatch(0, y, &tmp);
-    }
-}
-
-
-
-// Draws "Entering <LevelName>"
-void WI_drawEL(void)
-{
-    int y = WI_TITLEY;
-
-    // draw "Entering"
-    V_DrawPatch((SCREENWIDTH - SHORT(entering->width))/2,
-		y,
-                entering);
-
-    // draw level
-    y += (5*SHORT(lnames[wbs->next]->height))/4;
-
-    V_DrawPatch((SCREENWIDTH - SHORT(lnames[wbs->next]->width))/2,
-		y, 
-                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 && c[i] != NULL);
-
-    if (fits && i<2)
-    {
-	V_DrawPatch(lnodes[wbs->epsd][n].x,
-                    lnodes[wbs->epsd][n].y,
-		    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 (gamemode == 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, 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, num[ n % 10 ]);
-	n /= 10;
-    }
-
-    // draw a minus sign if necessary
-    if (neg)
-	V_DrawPatch(x-=8, y, wiminus);
-
-    return x;
-
-}
-
-void
-WI_drawPercent
-( int		x,
-  int		y,
-  int		p )
-{
-    if (p < 0)
-	return;
-
-    V_DrawPatch(x, y, 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, colon);
-	    
-	} while (t / div);
-    }
-    else
-    {
-	// "sucks"
-	V_DrawPatch(x - SHORT(sucks->width), y, 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)
-    {
-        // Don't call WI_End yet.  G_WorldDone doesnt immediately 
-        // change gamestate, so WI_Drawer is still going to get
-        // run until that happens.  If we do that after WI_End
-        // (which unloads all the graphics), we're in trouble.
-	//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,
-		total);
-    
-    V_DrawPatch(DM_KILLERSX, DM_KILLERSY, killers);
-    V_DrawPatch(DM_VICTIMSX, DM_VICTIMSY, 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,
-			p[i]);
-	    
-	    V_DrawPatch(DM_MATRIXX-SHORT(p[i]->width)/2,
-			y,
-			p[i]);
-
-	    if (i == me)
-	    {
-		V_DrawPatch(x-SHORT(p[i]->width)/2,
-			    DM_MATRIXY - WI_SPACINGY,
-			    bstar);
-
-		V_DrawPatch(DM_MATRIXX-SHORT(p[i]->width)/2,
-			    y,
-			    star);
-	    }
-	}
-	else
-	{
-	    // V_DrawPatch(x-SHORT(bp[i]->width)/2,
-	    //   DM_MATRIXY - WI_SPACINGY, bp[i]);
-	    // V_DrawPatch(DM_MATRIXX-SHORT(bp[i]->width)/2,
-	    //   y, 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, kills);
-
-    V_DrawPatch(NG_STATSX+2*NG_SPACINGX-SHORT(items->width),
-		NG_STATSY, items);
-
-    V_DrawPatch(NG_STATSX+3*NG_SPACINGX-SHORT(secret->width),
-		NG_STATSY, secret);
-    
-    if (dofrags)
-	V_DrawPatch(NG_STATSX+4*NG_SPACINGX-SHORT(frags->width),
-		    NG_STATSY, 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, p[i]);
-
-	if (i == me)
-	    V_DrawPatch(x-SHORT(p[i]->width), y, 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, kills);
-    WI_drawPercent(SCREENWIDTH - SP_STATSX, SP_STATSY, cnt_kills[0]);
-
-    V_DrawPatch(SP_STATSX, SP_STATSY+lh, items);
-    WI_drawPercent(SCREENWIDTH - SP_STATSX, SP_STATSY+lh, cnt_items[0]);
-
-    V_DrawPatch(SP_STATSX, SP_STATSY+2*lh, sp_secret);
-    WI_drawPercent(SCREENWIDTH - SP_STATSX, SP_STATSY+2*lh, cnt_secret[0]);
-
-    V_DrawPatch(SP_TIMEX, SP_TIMEY, timepatch);
-    WI_drawTime(SCREENWIDTH/2 - SP_TIMEX, SP_TIMEY, cnt_time);
-
-    if (wbs->epsd < 3)
-    {
-	V_DrawPatch(SCREENWIDTH/2 + SP_TIMEX, SP_TIMEY, 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;
-    }
-
-}
-
-typedef void (*load_callback_t)(char *lumpname, patch_t **variable);
-
-// Common load/unload function.  Iterates over all the graphics
-// lumps to be loaded/unloaded into memory.
-
-static void WI_loadUnloadData(load_callback_t callback)
-{
-    int i, j;
-    char name[9];
-    anim_t *a;
-
-    if (gamemode == commercial)
-    {
-	for (i=0 ; i<NUMCMAPS ; i++)
-	{								
-	    sprintf(name, DEH_String("CWILV%2.2d"), i);
-            callback(name, &lnames[i]);
-	}					
-    }
-    else
-    {
-	for (i=0 ; i<NUMMAPS ; i++)
-	{
-	    sprintf(name, DEH_String("WILV%d%d"), wbs->epsd, i);
-            callback(name, &lnames[i]);
-	}
-
-	// you are here
-        callback(DEH_String("WIURH0"), &yah[0]);
-
-	// you are here (alt.)
-        callback(DEH_String("WIURH1"), &yah[1]);
-
-	// splat
-        callback(DEH_String("WISPLAT"), &splat[0]);
-	
-	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, DEH_String("WIA%d%.2d%.2d"), 
-				      wbs->epsd, j, i);  
-                        callback(name, &a->p[i]);
-		    }
-		    else
-		    {
-			// HACK ALERT!
-			a->p[i] = anims[1][4].p[i]; 
-		    }
-		}
-	    }
-	}
-    }
-
-    // More hacks on minus sign.
-    callback(DEH_String("WIMINUS"), &wiminus);
-
-    for (i=0;i<10;i++)
-    {
-	 // numbers 0-9
-	sprintf(name, DEH_String("WINUM%d"), i);     
-        callback(name, &num[i]);
-    }
-
-    // percent sign
-    callback(DEH_String("WIPCNT"), &percent);
-
-    // "finished"
-    callback(DEH_String("WIF"), &finished);
-
-    // "entering"
-    callback(DEH_String("WIENTER"), &entering);
-
-    // "kills"
-    callback(DEH_String("WIOSTK"), &kills);
-
-    // "scrt"
-    callback(DEH_String("WIOSTS"), &secret);
-
-     // "secret"
-    callback(DEH_String("WISCRT2"), &sp_secret);
-
-    // french wad uses WIOBJ (?)
-    if (W_CheckNumForName(DEH_String("WIOBJ")) >= 0)
-    {
-    	// "items"
-    	if (netgame && !deathmatch)
-            callback(DEH_String("WIOBJ"), &items);
-    	else
-            callback(DEH_String("WIOSTI"), &items);
-    } else {
-        callback(DEH_String("WIOSTI"), &items);
-    }
-
-    // "frgs"
-    callback(DEH_String("WIFRGS"), &frags);
-
-    // ":"
-    callback(DEH_String("WICOLON"), &colon);
-
-    // "time"
-    callback(DEH_String("WITIME"), &timepatch);   
-
-    // "sucks"
-    callback(DEH_String("WISUCKS"), &sucks);  
-
-    // "par"
-    callback(DEH_String("WIPAR"), &par);   
-
-    // "killers" (vertical)
-    callback(DEH_String("WIKILRS"), &killers);
-
-    // "victims" (horiz)
-    callback(DEH_String("WIVCTMS"), &victims);
-
-    // "total"
-    callback(DEH_String("WIMSTT"), &total);   
-
-    for (i=0 ; i<MAXPLAYERS ; i++)
-    {
-	// "1,2,3,4"
-	sprintf(name, DEH_String("STPB%d"), i);      
-        callback(name, &p[i]);
-
-	// "1,2,3,4"
-	sprintf(name, DEH_String("WIBP%d"), i+1);     
-        callback(name, &bp[i]);
-    }
-
-    // Background image
-
-    if (gamemode == commercial)
-    {
-	strcpy(name, DEH_String("INTERPIC"));
-    }
-    else if (gamemode == retail && wbs->epsd == 3)
-    {
-	strcpy(name, DEH_String("INTERPIC"));
-    }
-    else 
-    {
-	sprintf(name, DEH_String("WIMAP%d"), wbs->epsd);
-    }
-    
-    // Draw backdrop and save to a temporary buffer
-  
-    callback(name, &background);
-}
-
-static void WI_loadCallback(char *name, patch_t **variable)
-{
-    *variable = W_CacheLumpName(name, PU_STATIC);
-}
-
-void WI_loadData(void)
-{
-    if (gamemode == commercial)
-    {
-	NUMCMAPS = 32;								
-	lnames = (patch_t **) Z_Malloc(sizeof(patch_t*) * NUMCMAPS,
-				       PU_STATIC, NULL);
-    }
-    else
-    {
-	lnames = (patch_t **) Z_Malloc(sizeof(patch_t*) * NUMMAPS,
-				       PU_STATIC, NULL);
-    }
-
-    WI_loadUnloadData(WI_loadCallback);
-
-    // These two graphics are special cased because we're sharing
-    // them with the status bar code
-
-    // your face
-    star = W_CacheLumpName(DEH_String("STFST01"), PU_STATIC);
-
-    // dead face
-    bstar = W_CacheLumpName(DEH_String("STFDEAD0"), PU_STATIC);
-}
-
-static void WI_unloadCallback(char *name, patch_t **variable)
-{
-    W_ReleaseLumpName(name);
-    *variable = NULL;
-}
-
-void WI_unloadData(void)
-{
-    WI_loadUnloadData(WI_unloadCallback);
-
-    // We do not free these lumps as they are shared with the status
-    // bar code.
-   
-    // W_ReleaseLumpName("STFST01");
-    // W_ReleaseLumpName("STFDEAD0");
-}
-
-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();
-}
--- a/src/strife/wi_stuff.h
+++ /dev/null
@@ -1,56 +1,0 @@
-// Emacs style mode select   -*- C++ -*- 
-//-----------------------------------------------------------------------------
-//
-// Copyright(C) 1993-1996 Id Software, Inc.
-// Copyright(C) 2005 Simon Howard
-//
-// This program is free software; you can redistribute it and/or
-// modify it under the terms of the GNU General Public License
-// as published by the Free Software Foundation; either version 2
-// of the License, or (at your option) any later version.
-//
-// This program is distributed in the hope that it will be useful,
-// but WITHOUT ANY WARRANTY; without even the implied warranty of
-// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-// GNU General Public License for more details.
-//
-// You should have received a copy of the GNU General Public License
-// along with this program; if not, write to the Free Software
-// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
-// 02111-1307, USA.
-//
-// 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);
-
-// Shut down the intermission screen
-void WI_End(void);
-
-#endif